Improving the Collaboration Skills of Vocational School Students Through Flipbook with Augmented Reality in Society 5.0

Authors

  • Zahra Ghinaya Universitas Pendidikan Indonesia, Indonesia
  • Sri Rahayu Universitas Pendidikan Indonesia, Indonesia
  • Nandan Supriatna Universitas Pendidikan Indonesia, Indonesia

DOI:

https://doi.org/10.24036/cived.v11i1.514

Keywords:

Collaboration Skills, Flipbook, Augmented Reality, Vocational

Abstract

In the age of Society 5.0, digitalization has completely changed the educational landscape and made it necessary for schools to foster students' critical thinking, cooperation, communication, and creative thinking abilities. (4C). Students can be better prepared for change by attending vocational institutions, such as the Vocational School (SMK). The continued development of learning technologies is crucial, particularly those that rely on virtual learning. R&D (Research and Development) combined with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model is the research methodology used for the creation and assessment of learning media. Quasi-experimental (Non-equivalent Group Pretest Posttest Design) methods are used to measure students' increased capacity for collaboration through group controls and experiments. Two material experts and two media experts who are also students in class X at one of the Bandung SMKs serve as the subjects of the ADDIE model. Students in classes X.3 and X.4 are used for quasi-experimental procedures. The study's findings demonstrated that Flipbooks with augmented reality fell into a respectable category, with revisions observed in the presentations of 80.5% of subject matter experts and 80.8% of media professionals. In the experimental class, students' levels of collaboration were 91% with great categories, compared to 70% in the control class with good categories. These findings demonstrate how successfully using flipbooks with augmented reality can enhance SMK students' collaboration skills.

Downloads

Download data is not yet available.

References

Fukuyama, M. (2018). Society 5.0: Aiming for a new human-centered society. Japan Spotlight, 27(5), 47-50.

Setiawan, D., & Lenawati, M. (2020). Peran dan strategi perguruan tinggi dalam menghadapi era Society 5.0. Journal of Computer, Information System, & Technology Management, 3(1), 1-7.

Nastiti, F. E., & Ni’mal‘Abdu, A. R. (2020). Kesiapan pendidikan Indonesia menghadapi era society 5.0. Jurnal Kajian Teknologi Pendidikan, 5(1), 61-66.

Skobelev, P. O., & Borovik, S. Y. (2017). On the way from Industry 4.0 to Industry 5.0: From digital manufacturing to digital society. Industry 4.0, 2(6), 307-311.

Oktarina, R., Ambiyar, A., Giatman, M., Fadhilah, F., Muskhir, M., & Effendi, H. (2021). The Effect of The Use of Multimedia Flip Book with the Flipped Classroom Approach in Vocational School. Journal of Education Technology, 5(1), 159-166.

Darsana, I. M., & Sudjana, I. M. (2022). A literature study of Indonesian tourism human resources development in the era of society 5.0. Al-Ishlah: Jurnal Pendidikan, 14(3), 2691-2700.

Purwanto, M. B., Hartono, R., & Wahyuni, S. (2023). Essential skills challenges for the 21st century graduates: Creating a generation of high-level competence in the industrial revolution 4.0 era. Asian Journal of Applied Education (AJAE), 2(3), 279-292.

Arsanti, M., Zulaeha, I., & Subiyantoro, S. (2021, December). Tuntutan kompetensi 4c abad 21 dalam pendidikan di perguruan tinggi untuk menghadapi era society 5.0. In Prosiding Seminar Nasional Pascasarjana (PROSNAMPAS), 4(1), 319-324.

Yulianto. (2021). The Needs of Training to Improve Teacher Competence in Preparing Society 5.0. Technium Soc. Sci. J., 20, 275.

Sasikirana, V. (2020). Urgensi Merdeka Belajar Di Era Revolusi Industri 4.0 Dan Tantangan Society 5.0. E-Tech, 8(2), 393456.

Mujiono, M. N. (2021). The shifting role of accountants in the era of digital disruption. International Journal of Multidisciplinary: Applied Business and Education Research, 2(11), 1259-1274.

Prasetyono, R. N., & Hariyono, R. C. S. (2020). Development of flipbook using web learning to improve logical thinking ability in logic gate. International Journal of Advanced Computer Science and Applications, 11(1).

Roemintoyo, R., & Budiarto, M. K. (2021). Flipbook as innovation of digital learning media: Preparing education for facing and facilitating 21st Century learning. Journal of Education Technology, 5(1), 8-13.

Jumani, A. K., Siddique, W. A., Laghari, A. A., Abro, A., & Khan, A. A. (2022). Virtual reality and augmented reality for education. Multimedia Computing Systems and Virtual Reality, 189-210.

Arena, F., Collotta, M., Pau, G., & Termine, F. (2022). An overview of augmented reality. Computers, 11(2), 28.

Riskiono, S. D., Susanto, T., & Kristianto, K. (2020). Augmented reality sebagai Media Pembelajaran Hewan Purbakala. Krea-TIF: Jurnal Teknik Informatika, 8(1), 8-18.

Oueida, S., Awad, P., & Mattar, C. (2023). Augmented reality awareness and latest applications in education: a review. International Journal of Emerging Technologies in Learning, 18(13).

Sahrim, M. A., Soad, N. F. A. M., & Asbulah, L. H. (2023). Augmented reality technology in learning arabic vocabulary from the perception of university students. International Journal of Interactive Mobile Technologies, 17(21).

Garzón, J., Acevedo, J., Pavón, J., & Baldiris, S. (2022). Promoting eco-agritourism using an augmented reality-based educational resource: A case study of aquaponics. Interactive Learning Environments, 30(7), 1200-1214.

Barmaki, R. L., Kim, K., Guo, Z., Wang, Q., Yu, K., Pearlman, R., & Navab, N. (2023). A large-scale feasibility study of screen-based 3d visualization and augmented reality tools for human anatomy education: exploring gender perspectives in learning experience. arXiv preprint arXiv:2307.14383.

Le, Q. T., Pedro, A., Pham, H. C., & Park, C. S. (2016). A virtual world based construction defect game for interactive and experiential learning. Int. J. Eng. Educ, 32(1), 457-467.

Muharromah, H. G., & Wiyono, A. (2022). Pengaruh Minat Dalam Memilih Program Keahlian Teknik Konstruksi dan Properti Terhadap Prestasi Belajar Siswa Kelas X TKP SMK Negeri 1 Sidoarjo. Jurnal Kajian Pendidikan Teknik Bangunan, 8(2).

Arsanti, M., Zulaeha, I., & Subiyantoro, S. (2021, December). Tuntutan kompetensi 4c abad 21 dalam pendidikan di perguruan tinggi untuk menghadapi era society 5.0. In Prosiding Seminar Nasional Pascasarjana (PROSNAMPAS), 4(1), 319-324.

Asmanang, L. O., & Herman, T. F. (2018). Pengabdian Integritas: Jurnal Pengabdian. Pengabdian, 2(1), 1-11.

Rachim, D. A., & Ambarwati, R. (2021). Developing an e-flipbook on environmental change topics to develop students’ digital literacy. Edusains, 13(1), 25-34.

Papanastasiou, G., Drigas, A., Skianis, C., Lytras, M., & Papanastasiou, E. (2019). Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills. Virtual Reality, 23, 425-436.

Atmojo, I. R. W., Ardiansyah, R., Saputri, D. Y., & Adi, F. P. (2021). The effectiveness of STEAM-based augmented reality media in improving the Quality of natural science learning in elementary school. Al-Ishlah: Jurnal Pendidikan, 13(2), 821-828.

Rizal, S., & Walidain, B. 2019. Pembuatan media pembelajaran E-learning berbasis moodle pada matakuliah pengantar aplikasi komputer Universitas Serambi Mekkah. Jurnal Ilmiah Didaktika: Media Ilmiah Pendidikan Dan Pengajaran. 19(2), 178-192.

Marlianingsih, N. 2016. Pengenalan kosa kata bahasa inggris melalui media audio visual (animasi) pada paud. Faktor: Jurnal Ilmiah Kependidikan, 3(2), 133-140.

Buana, W., & Sari, B. N. 2022. Analisis user interface meningkatkan pengalaman pengguna menggunakan usability testing pada aplikasi android course. DoubleClick: Journal of Computer and Information Technology, 5(2):91-97.

Herawati, N. S., & Muhtadi, A. 2018. Pengembangan modul elektronik (e-modul) interaktif pada mata pelajaran Kimia kelas XI SMA. Jurnal inovasi teknologi pendidikan. 5(2):180-191.

Sutianah, C. (2021). Peningkatan kompetensi kerja berbasis integrasi soft skills, hard skills dan entrepreneur skills program keahlian kuliner melalui penerapan teaching factory SMK. Jurnal Ekonomi, Sosial & Humaniora, 2(8), 152-167.

Yulianti, L. E. (2021). Netiquette: penguatan soft skill netizen untuk generasi berkarakter. JIRA: Jurnal Inovasi dan Riset Akademik, 2(11), 1532-1554.

Suryanto, D. (2014). Relevance soft skills needed business/industrial with that learned in vocational high school. Jurnal Pendidikan Sains, 1(3), 228-236.

Zubaidah, S. (2018). Mengenal 4C: learning and innovation skills untuk menghadapi era revolusi industri 4.0. In 2nd Science Education National Conference, 13(2), 1-18.

Nurlita, A., & Jailani, J. (2023). Pembelajaran matematika menggunakan pendekatan kontekstual untuk meningkatkan kemampuan berpikir kreatif dan kolaborasi siswa. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 12(1), 771-777.

Downloads

Published

2024-04-01

How to Cite

Ghinaya, Z., Rahayu, S., & Supriatna, N. (2024). Improving the Collaboration Skills of Vocational School Students Through Flipbook with Augmented Reality in Society 5.0. CIVED, 11(1), 89–98. https://doi.org/10.24036/cived.v11i1.514

Issue

Section

Articles