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1

Indriana, Lastri, and Mukhlis Rohmadi. "Pengembangan E-Book 3D Berbasis Aplikasi 3D Pageflip." Jurnal Penelitian Sains dan Pendidikan (JPSP) 1, no. 1 (2021): 53–60. http://dx.doi.org/10.23971/jpsp.v1i1.2834.

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Penelitian ini bertolak dari belum tersedianya bahan ajar yang terintegrasi Keislaman dan berbasis 3D PageFlip. Hasil analisis kebutuhan 100% peserta didik setuju jika e-Book 3D berbasis aplikasi 3D PageFlip materi sistem gerak terintegrasi Keislaman dikembangkan. Tujuan penelitian untuk mengembangkan deskripsi e-Book 3D berbasis aplikasi 3D PageFlip, mendeskripsikan kevalidan dan kepraktisan e-Book 3D berbasis aplikasi 3D PageFlip materi sistem gerak terintegrasi Keislaman kelas XI MA Darul Ulum Palangka Raya. Jenis penelitian ini adalah Research and Development (R&D). Model pengembangan yang digunakan yaitu ADDIE (Analyze, Design, Development, Implementation, dan Evaluation Instrumen yang digunakan adalah angket analisis kebutuhan peserta didik, angket wawancara, angket validasi ahli materi, media dan integrasi Keislaman, angket respon peserta didik, dan angket keterlaksanaan pembelajaran. Data yang diperoleh dianalisis secara kuantitatif dan kualitatif dari setiap validator, peserta didik, dan observer. E-Book 3D berbasis aplikasi 3D PageFlip materi sistem gerak terintegrasi Keislaman diperoleh hasil yang valid oleh validator ahli materi, ahli media, dan ahli integrasi Keislaman. Kepraktisan e-Book 3D berbasis aplikasi 3D PageFlip materi sistem gerak terintegrasi Keislaman diperoleh hasil yang baik berdasarkan hasil respon peserta didik dan hasil observasi keterlaksanaan pembelajaran. Berdasarkan hasil validasi dan kepraktisan, maka e-Book 3D berbasis aplikasi 3D PageFlip materi sistem gerak terintegrasi Keislaman layak untuk diujicobakan ke skala besar.
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Ahsani, Eva Luthfi Fakhru, and Elya Umi Hanik. "DEVELOPING A 3D PAGE FLIP E-BOOK BASED ON SCIENCE LITERACY INTEGRATED WITH ISLAMIC VALUES FOR FIFTH-GRADE STUDENTS." Al-Bidayah : Jurnal Pendidikan Dasar Islam 14, no. 2 (2022): 183–208. http://dx.doi.org/10.14421/albidayah.v14i2.808.

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In line with the swift development of technology in learning, textbooks appear to meet the need for fast and accessible information in the form of electronic books, better known as e-books. This study, therefore, aims to develop a 3D page flip e-book based on science literacy integrated with Islamic values for fifth-grade students. This study’s samples were Islamic Elementary School Miftahul Huda 02 Dawe Kudus and Islamic Elementary School (MI/Madrasah Ibtidaiyah) Al Huda Kunduran Blora. Data collection techniques used tests, interviews, documentation, and questionnaires. This study’s results were in the form of the characteristics of teaching materials for 3D page flip e-books based on scientific literacy integrated with Islamic values, including aspects of science as the body of knowledge, science as a way to investigate, science as a way of thinking, aspects of the interaction between science, technology, society, and Islamic values. The validity of the 3D page flip e-book teaching materials based on scientific literacy integrated with Islamic values was tested and resulted in very valid criteria. Based on the research results, the validity level of teaching materials obtained a mean of 85.28%, so teaching materials were categorized as very valid. Thus, teaching materials for 3D page flip e-books based on scientific literacy integrated with Islamic values effectively improved students' scientific literacy skills. Then, the similarity test of the two means revealed that the experimental class had a higher increase in cognitive learning outcomes than the control class. The implications of this research include that 3D page flip e-book teaching materials can be used as one of the innovations; developed learning can be used as a teaching tool in the learning process; assisting students in learning the 2013 curriculum can be carried out by implementing scientific literacy-based e-book teaching materials integrated with Islamic values; the availability of e-books as learning media can increase scientific literacy; students can understand science concepts and processes to apply them in everyday life with integrated Islamic values.
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Nasyrovich SHYNYBEKOV, Abduhali. "3D E-Book Development." JOURNAL OF SOCIAL, HUMANITIES AND ADMINISTRATIVE SCIENCES 4, no. 8 (2018): 25–31. http://dx.doi.org/10.31589/joshas.34.

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4

Bongiovanni, Cheryl M. "Book Review: 3D Echocardiography." Journal for Vascular Ultrasound 32, no. 2 (2008): 95. http://dx.doi.org/10.1177/154431670803200207.

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5

Asrial, Asrial, Syahrial Syahrial, Dwi Agus Kurniawan, Rahmat Perdana, and Putut Nugroho. "Supporting Technology 4.0: Ethoconstructivist Multimedia for Elementary Schools." International Journal of Online and Biomedical Engineering (iJOE) 15, no. 14 (2019): 54. http://dx.doi.org/10.3991/ijoe.v15i14.11365.

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Education is a processor effort carried out by someone to gain knowledge, skills, and habits in life. Today education in Indonesia is much influenced by globalization and the development of technology, information, and communication (ICT). ICT has become one of the aspects that is very much considered in the world of education from now on. The use of ICT in planning, process, and evaluation of learning is a very lively discussion discussed by Indonesian education practitioners. The teacher must be able to process the development of ICT in a positive direction so that students do not forget their original culture as the Indonesian nation. many things teachers can do by using Tats in the learning process. Teachers can find more educational references, teachers can use ICT as a learning medium. By using e-learning, students will become more motivated in learning. One form of e-learning based learning is to use a 3D page flip book application. The e-book is an innovative book that is designed to produce printed books because it produces products in the form of soft and economical distribution files. The ethnic-constructivistic module developed here will use a professional 3D page flip. In this research, we will see how the implementation of e-learning-based learning, ethnoconstuctivist multimedia with module uses a 3D page flip book. In addition, in this study, it will also be seen how students' responses and motivation after learning using the 3D page flip book application.
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Lukcyhasnita, Andam, Isni Khairina, and Rumnasari K. Siregar. "Development of 3D Animation in AR-based Children's Storybooks." International Journal of Research in Vocational Studies (IJRVOCAS) 4, no. 4 (2025): 07–14. https://doi.org/10.53893/ijrvocas.v4i4.315.

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Along with the advancement of technology, it brings updates in the digital world, namely the reality of the additional world or Augmented Reality (AR). The application of AR has now been applied in various fields, especially in education. This is because the presence of AR makes the learning process fun. One of the basic learning is reading. However, unfortunately sometimes reading through book media becomes quite boring. For children, now the use of smartphones has become something close and common, so that reading books becomes less interesting because it only displays still images. Therefore, this study was conducted to create an interesting book by combining AR technology. The use of this technology aims to develop children's story books based on Augmented Reality (AR) with 3D animation to increase literacy interest in children aged 6-8 years. This study has succeeded in creating a children's story book entitled The Adventures of Budi and Wati, as well as a mobile application with Android OS and has successfully displayed 3D animation from book illustration images. In this study, data collection was used with literature studies in various sources. The process of creating this 3D animation was carried out in 3 stages of production. Pre-production, Production, and Post-production. In the pre-production stage, the research team carried out story idea and script preparation activities, in the production process, the development process, 3D animation development and AR application development were carried out. In the post-production stage, the product trial process was carried out on several devices. The results showed that the application could be run, but on Android products with OS version 14. Even so, the application product can run well on Android OS 14 and display animations smoothly. AR technology presents characters and stories in interactive visual form, so that children are more enthusiastic about getting involved in reading. The application of this technology not only encourages reading interest, but also stimulates children's creativity and imagination through a more enjoyable and immersive reading experience.
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Radionova, A. V., and Ya V. Padchina. "APPLYING 3D TECHNOLOGY TO CREATE TACTILE BOOKS FOR CHILDREN WITH VISUAL IMPAIRMENTS." Informatics in school, no. 7 (November 17, 2018): 46–48. http://dx.doi.org/10.32517/2221-1993-2018-17-7-46-48.

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The article describes the experience of making tactile picture book for blind and visually impaired children using 3D printing. 3D models for the tactile book should be made with allowance for tactile perception and should be printable. The article describes the result of the student's project.
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Bashofi, Ferdinan. "Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah." Jurnal Teori dan Praksis Pembelajaran IPS 6, no. 1 (2021): 19–32. http://dx.doi.org/10.17977/um022v6i12021p19.

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Augmented Reality Book is the development of a book inspired by the development of Augmented Reality technology. A book that is developed combining books in the form of literacy works with the findings of archaeological relics created in 3D images to be displayed in books with the help of an android application. This research adheres to the development theory made by Plomp which consists of 1) Initial Phase, 2) Design Phase, 3) Product realization or manufacture stage, 4) Testing, assessment, and improvement phase, 5) Product testing phase. From the data on the results of filling in the research instrument in the form of a questionnaire, it was obtained that 80% of the student's response value or the percentage showed a positive value, as the assessment indicators were in good criteria, so a conclusion could be drawn that students were motivated by the use of learning resources Augmented Reality Book.
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9

Ward, Adam. "Book Review: Primal 3D Interactive Series." Acupuncture in Medicine 20, no. 1 (2002): 51–54. http://dx.doi.org/10.1136/aim.20.1.51.

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10

Gougher, R. A. "Mastering 3D Web Sites [Book Review]." IEEE Multimedia 5, no. 3 (1998): 70. http://dx.doi.org/10.1109/mmul.1998.713307.

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11

Milya, Sari. "Pengembangan Media Pembelajaran E-Book Fisika Menggunakan 3d Pageflip Profesional Terintegrasi Ayat Al-Qur'an Siswa Kelas XI MAN 2 Padang." Natural Science: Jurnal Penelitian Bidang IPA Dan Pendidikan IPA 4, no. 1 (2018): 546–54. https://doi.org/10.5281/zenodo.4542552.

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This development aims to produce and develop e-book physics learning media using 3D Pageflip Professional on Learning that meets valid, practical and effective eligibility criteria. This research is a type of research development or Research and Development (R & D) with procedural model adapting 4-D models that define, design, develop and disseminate. Data obtained from validated questionnaires were given to 2 media experts, 2 material experts, 1 linguist, 1 commentator, 2 educators and 70 students. Based on the average result of the validation test by 6 validators the average value of 90.3%, very practical for educators with an average grade of 92.8% and is classified as very practical to use learners with an average value of 85%, and Very effective with the average value of 80.62%. Therefore, it can be concluded that the e-book physics learning media using 3D Pageflip Professional is feasible to be used as a medium of learning that meets the criteria of validity, practicality, and effectiveness and can increase learning interest of learners .
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Zhou, Hailong, and Xingdong Wang. "Design and Implementation of 3D Library Application System-Taking The Library of Henan University of Technology as an Example." IECE Transactions on Internet of Things 1, no. 1 (2023): 22–29. http://dx.doi.org/10.62762/tiot.2023.768915.

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As more and more traditional application systems begin to integrate 3D technology, building a 3D library application system with the advantages of 3D technology is conducive to improving the user's borrowing experience, improving the efficiency of users' querying books and reserving seats, and combining monitoring equipment can effectively improve the accuracy of seat occupancy monitoring, and through the statistics and analysis of reservation data, borrowing data and other data, it can provide decision support for library managers, thereby improving the quality of library services. This paper takes the library of Henan University of Technology as an example, based on the SuperMap iClient3D 10i for WebGL platform, based on the actual scene and related textures of the library, using AutoCAD and 3D MAX for 3D modeling; then using computer WEB, Cesium and Node.js Finally, a three-dimensional library application system with functions such as scene browsing, book query, seat reservation, occupancy monitoring, reservation statistics, borrowing statistics and user management is realized.
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13

Syahri, Wilda, and Yusnaidar Yusnaidar. "Pengembangan E-Book Materi Elektrokimia Berbasis Multipel Representasi Menggunakan 3D Pageflip." Journal of The Indonesian Society of Integrated Chemistry 14, no. 2 (2022): 120–28. https://doi.org/10.22437/jisic.v14i2.21684.

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Mata kuliah Kimia Fisika II di Prodi Pendidikan Kimia mencakup materi Elektrokimia yang bersifat abstrak, sehingga sulit dipahami mahasiswa hanya dengan penjelasan teori. Untuk itu, dikembangkan e-Book Materi Elektrokimia Berbasis Multipel Representasi menggunakan aplikasi 3D Pageflip dengan pendekatan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Instrumen yang digunakan meliputi angket dan lembar observasi untuk mengevaluasi efektivitas dan penerimaan e-Book oleh mahasiswa. E-book ini dirancang untuk membantu mahasiswa mempelajari dan memahami materi Elektrokimia secara mandiri melalui representasi makroskopik, mikroskopik, dan simbolik. E-book ini diharapkan dapat meningkatkan daya tarik, motivasi, dan prestasi belajar mahasiswa serta menjembatani keterbatasan pemahaman di kelas. Hasil penelitian ini adalah e-Book yang sesuai dengan kurikulum dan kaidah pendidikan yang berlaku
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14

Chervonny, M. A., O. V. Savina, and A. I. Karpenko. "ART-mathematics using 3D technologies." Informatics in school, no. 6 (December 29, 2023): 71–77. http://dx.doi.org/10.32517/2221-1993-2023-22-6-71-77.

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The article discusses ways to visualize mathematical objects using 3D technology tools (3D printer, 3D pen). The visual representation of objects in teaching mathematics to schoolchildren and future teachers is based on the use of the STEAM approach (Science, Technology, Engineering, the Arts — arts, humanities, Mathematics). The Arts component allows you to explore the possibilities of the STEAM approach to reveal the semiotic potential of mathematics for teaching, to visualize non-traditional objects of art and creativity, which explicitly and implicitly have mathematical foundations. The research begins with studying and printing ready-made models, and then schoolchildren and students develop their own models for 3D printing. Thus, each student (schoolchild and student — future teacher) consistently develops an engineering book. The teacher's engineering book contains a series of mathematical models that allow you to support different levels of mastery of mathematics. The results of the pedagogical experiment suggest that children are highly involved in work at mathematics lessons after using 3D technologies.
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Arifin, Muhammad Zainal, and Abd Kholiq. "Development of 3D ELSA (3D E-Book Based on Scientific Literacy) on Temperature and Heat." Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram 10, no. 3 (2022): 628. http://dx.doi.org/10.33394/j-ps.v10i3.5370.

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ELSA 3D (E-Book 3D Based on Scientific Literacy) is an e-book teaching material that integrates scientific literacy as a medium in the learning process on temperature and heat materials. This type of development research uses the Hannafin and Peck model. The Hannafin and Peck model begins with a needs analysis followed by the design and development stage to create 3D ELSA media which expert lecturers then review. The 3D ELSA that has been reviewed and revised is then validated using a validation sheet to determine the validity of the 3D ELSA media covering several aspects. Then the implementation is carried out by conducting a learning process using 3D ELSA media to test the effectiveness and practicality of 3D ELSA media. Quantitative descriptive analysis was used as the method of analysis. Based on the results of the research that has been done, it can be concluded that the 3D ELSA that has been developed has a validity percentage of 93%, the response of students to the 3D ELSA is 96.3%, and the observation of learning implementation is 96.6%. So that the 3D ELSA is declared to be very valid and suitable to be used as a medium in the learning process on temperature and heat material. In addition, 3D ELSA is included in the medium category with an N-gain of 0.68, so using 3D ELSA as a learning medium is declared effective because it can improve scientific literacy skills.
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Dharmayanti, Dharmayanti, Dimas Dwi Permana, and Elvina Elvina. "ENSIKLOPEDIA ALAT TRANSPORTASI JAKARTA BERBASIS AUGMENTED REALITY." JURNAL MANAJEMEN TRANSPORTASI DAN LOGISTIK 3, no. 3 (2017): 349. http://dx.doi.org/10.25292/j.mtl.v3i3.85.

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This writing explains about encyclopedia book of Jakarta’s Means of transportation using augmented reality technique. This encyclopedia book consists of 7 (seven) sheets which each one discusses about the Jakarta’s means of transportation with a marker named QR-code. Each marker on each sheet shows a means of transportation model in 3D (dimension) along with the animation. This book is made by using library AR Toolkit software. Blender 2.64 application is used to make the 3D Jakarta means of transportation, meanwhile Adobe Photoshop CS4 is used to make the marker. The output of this application is 3D vehicle models with animation that can be seen when webcam is pointed to the marker. This application is made as a new learning and introduction media for the society especially kids to know more about means of transportation operated in Jakarta.
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Dharmayanti, Dharmayanti, Dimas Dwi Permana, and Elvina Elvina. "ENSIKLOPEDIA ALAT TRANSPORTASI JAKARTA BERBASIS AUGMENTED REALITY." Jurnal Manajemen Transportasi & Logistik (JMTRANSLOG) 3, no. 3 (2016): 349. http://dx.doi.org/10.54324/j.mtl.v3i3.85.

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This writing explains about encyclopedia book of Jakarta’s Means of transportation using augmented reality technique. This encyclopedia book consists of 7 (seven) sheets which each one discusses about the Jakarta’s means of transportation with a marker named QR-code. Each marker on each sheet shows a means of transportation model in 3D (dimension) along with the animation. This book is made by using library AR Toolkit software. Blender 2.64 application is used to make the 3D Jakarta means of transportation, meanwhile Adobe Photoshop CS4 is used to make the marker. The output of this application is 3D vehicle models with animation that can be seen when webcam is pointed to the marker. This application is made as a new learning and introduction media for the society especially kids to know more about means of transportation operated in Jakarta.
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18

Syahri, Wilda, and Yusnaidar Yusnaidar. "Development of a Multi-Representation Electrochemistry E-Book Utilizing 3D PageFlip Technology." Journal of The Indonesian Society of Integrated Chemistry 16, no. 2 (2024): 115–21. https://doi.org/10.22437/jisic.v16i2.37641.

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Physical Chemistry II course in the Chemistry Education Study Program is one of the subjects with an abstract nature, such as Electrochemistry materials. The abstract nature of Electrochemistry makes it difficult for students to observe the processes occurring in Electrochemical systems directly. When explained theoretically, these concepts are often challenging for students to understand. Therefore, teaching Electrochemistry requires an e-book that incorporates chemical representations, particularly multiple representations. To address this, it is deemed necessary to develop an Electrochemistry e-book based on multiple representations using 3D PageFlip. This e-book integrates multiple representations, enabling students to independently study and comprehend Electrochemistry materials while providing flexibility and convenience. An Electrochemistry e-book with multiple representations, particularly in a computer-assisted learning format, is a viable alternative to support student learning. This study aims to develop an Electrochemistry e-book using 3D PageFlip based on multiple representations. This software allows the creation of interactive and engaging educational resources. The resulting e-book aims to enhance students' individual abilities and increase their interest and motivation, which in turn is expected to improve their academic performance and learning outcomes. Moreover, this multimedia learning tool is intended to address challenges related to students' limited comprehension during classroom learning processes, accommodate individual characteristics, and offer alternative solutions to the low self-actualization of students. Through this e-book, students can revisit and explore difficult concepts, facilitating deeper understanding. The ultimate goal of this research is to produce an Electrochemistry e-book based on multiple representations across macroscopic, microscopic, and symbolic levels using 3D PageFlip. This e-book will align with the applicable curriculum and adhere to educational principles while incorporating essential educational elements. By improving concept mastery in Electrochemistry, this resource is expected to enhance students' cognitive abilities and overall learning outcomes
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Wei, S., B. Li, Z. Guo, S. Guo, and L. Cheng. "A BOOK RETRIEVAL AND LOCATION SYSTEM BASED ON REAL-SCENE 3D." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W13 (June 5, 2019): 903–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w13-903-2019.

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<p><strong>Abstract.</strong> With the development of urbanization, the building structures are more and more complex, and various moving objects, such as human beings, robots and unmanned aerial vehicles, often travel through indoor and outdoor 3D space, which puts forward higher requirements for the accurate search and location in indoor and outdoor space. At present, most of the spatial location methods for indoor entities are carried out through 2D maps. However, the indoor environment is a complex 3D space, which increases the difficulty of the search process. In addition, 2D map cannot accurately display the 3D spatial position of the entity. Therefore, it is difficult for 2D maps to search and locate in complex environment. Therefore, how to quickly and effectively carry out spatial location query in complex indoor environment has become an urgent problem to be solved. Taking the library of Beijing University of Civil Engineering and Architecture as an example, this paper obtains the indoor 3D information of the library based on SLAM, processes and publishes the acquired 3D information on IndoorViewer, and uses its API in the book retrieval system. Finally, a book retrieval and location system based on real-scene 3D is finished.</p>
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Triyanto, Samuel Agus, Kanza Bilbina, and Resa Sohib Putri. "The potential of 3d augmented reality book-based cell learning media to support educational transformation." Biosfer 18, no. 1 (2025): 61–68. https://doi.org/10.21009/biosferjpb.47597.

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Augmented Reality Book is a learning media that utilizes metaverse technology to convert 2D objects into 3D, as an educational transformation in the era of the industrial revolution 4.0. This innovation aims to facilitate students in understanding cell material more deeply and thoroughly. This study aims to analyze the use, utilization, and influence of 3D Augmented Reality Book-based learning media in supporting educational transformation in the era of the industrial revolution 4.0, as well as to determine its impact on students' understanding of cell material. The method used in this research is a literature study, by collecting data and information from various references, such as international and national journals, scientific articles, theses, news, official websites of institutions, and other supporting documents. The secondary data collected is then analyzed to produce the conclusion that the use of 3D Augmented Reality Book can help students understand cell material thoroughly
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Pohan, Vika Wulansari, Dharmono Dharmono, and Maulana Khalid Riefani. "VALIDITY OF 3D PAGEFLIP POCKET BOOK CONTAINING POACEAE SPECIES IN GALAM VEGETATED SWAMP, BATI-BATI DISTRICT." JURNAL ATRIUM PENDIDIKAN BIOLOGI 7, no. 2 (2022): 114. http://dx.doi.org/10.24036/apb.v7i2.12657.

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Species of Poaceae may be used as mastering objects, based on local potential, as learning resources, thats in accordance with technological developments, making it into 3D pageflip based pocket book. A valid pocket book, as learning resources, can be defined if it has been validated by experts in field. Validation role to assess the prototype, and eligible for more developmental phases. The aim of this research is to determine the validity of the pocket book, which contains material about Poaceae species in galam vegetated swamps. This pocket book is in the form of a 3D pageflip. This development uses Tessmer's formative evaluation model. The value of validity is determined by 2 experts. The results of the study confirm that the product that has been developed is very valid, especially for expert consequences of 93.42%.
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Tamrin, Teguh, Aprilia Riyana Putri, and Muhammad Alie Muzakki. "RANCANG BANGUN APLIKASI AURELBOOK (AUGMENTED REALITY BOOK)." Jurnal Publikasi Teknik Informatika 1, no. 2 (2022): 70–80. http://dx.doi.org/10.55606/jupti.v1i2.413.

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Seluruh madrasah di Indonesia melakukan aktivitas pembelajaran secara online, tidak terkecuali di MI Mathalibul Huda Mlonggo. Selama ini pembelajaran hanya dilakukan dengan mentransfer teks, gambar, video. Sehingga kurang interaktif dalam proses pembelajaran. Augmented Reality merupakan teknologi penggabungan antara dunia virtual dengan dunia nyata. Ini menjadikan pengalaman baru yang interaktif dan dapat dimanfaatkan pada pembelajaran. AR dapat digunakan untuk memodelkan proses siklus air secara 3D. User hanya butuh menginstal aplikasi pada smartphone dan scanning QR Code yang telah ditentukan. Setelah terdeteksi QR Code yang digunakan akan menampilkan objek 3D dan informasi yang dicantumkan.Hasil dari penelitian AR ini dapat menampilkan siklus daur hidup air secara 3D dan realtime. 
 Kata Kunci: Augmented Reality, Unity, Marker Based, Media Pembelajaran
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Kasinathan, Vinothini, Afnan Taha Abdullah Al-Sharafi, Aida Zamnah, Naresh Kumar Appadurai, Vinesh Thiruchelvam, and Aida Mustapha. "Augmented reality in ocean’s secrets: educational application with attached book for students." Linguistics and Culture Review 5, S1 (2021): 1123–37. http://dx.doi.org/10.21744/lingcure.v5ns1.1498.

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The aim of this paper is a project which uses of Augmented Reality (AR) as a method for edutainment learning instrument to promote and encourage learning among students in this pandemic period. An AR application is developed together with a physical book called the Ocean’s Secret. This application projects animated 3D models of the sea animals as visualized in the printed book as the students or readers interact with the book. The book Ocean’s Secret offers facts about the ocean and marine animals along with fun quizzes, puzzles, coloring activities, as well as educational videos prompted by the AR objects. This book would be a good source as a learning tool during this last 2 years of the pandemic period. AROS application is evaluated via User Acceptance Test and an Observation Study. The findings show that the application has effectively aided online learning and make the learning environment more interesting and engaging. It is hoped that AR education books will assist online education in this pandemic period while at the same time offering students with the sense of excitement they desire.
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Prihatini, Atik, Utami Dewi, Surya Amami Pramuditya, and Neneng Aminah. "MathAR Book Technology Innovation: Effectiveness of Using Augmented Reality-Based Mathematics Books on Students' Mathematical Understanding Ability." International Journal of Educational Research Excellence (IJERE) 3, no. 2 (2024): 977–81. https://doi.org/10.55299/ijere.v3i2.1141.

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Educational innovation continues to develop with advances in digital technology, including the use of Augmented Reality (AR) in learning. This research aims to measure the effectiveness of AR-based mathematics books (MathAR Book) on students' mathematical understanding. MathAR Book integrates traditional learning content with AR elements such as 3D visualization and interactive animations to increase student interest and engagement in learning mathematics. This research methodology uses a quasi-experimental approach with a pretest-posttest design. The sample consisted of class XII students who were randomly selected and divided into an experimental group that used the MathAR Book and a control group that used conventional textbooks. The instruments used include tests of understanding mathematical concepts, learning motivation questionnaires, and in-depth interviews. The results showed a significant increase in students' mathematical understanding in the experimental group compared to the control group. MathAR Book students also showed increased learning motivation and concept visualization abilities. Student feedback indicates that AR creates a more engaging and effective learning environment. In conclusion, the MathAR Book effectively improves students' mathematical understanding.
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Sasmika Dewi, Ni Putu. "POP UP BOOK “AYO KE PURA”: MEDIA KOMUNIKASI ORANGTUA DALAM PROSES PENGENALAN AGAMA PADA ANAK USIA DINI." Samvada : Jurnal Riset Komunikasi, Media, dan Public Relation 1, no. 2 (2022): 67–74. http://dx.doi.org/10.53977/jsv.v1i2.761.

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Communication media is a means of communication that can be in the form of tools or facilities used by communicators to convey information or messages to many people. Pop up book is one of the communication media in the form of print. The Pop Up Book here is in the form of a book which is contains moving parts or has 3D elements and is able to provide a visualization element of the story in it to make it more interesting. This article aims to find out the use of the “Ayo Ke Pura” pop up book as a communication medium for parents in the process of introducing religion to early childhood. This research was conducted by using a descriptive qualitative approach. The results of this study are that children respond well and enthusiastically when their parents teach religious knowledge with the pop up book communication media, establishing a good two-way communication system between parents and children when carrying out the process of introducing religion using pop up books.
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Afandi, Afandi, Andi Besse Tenriawaru, and Alfeus Ardiansa Manurung. "The PENGEMBANGAN E-BOOK BERBASIS 3D PAGEFLIP PRO PADA MATERI EKOSISTEM UNTUK SISWA KELAS VII SMPN PONTIANAK." Akademika 11, no. 01 (2022): 113–29. http://dx.doi.org/10.34005/akademika.v11i01.1855.

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Penelitian ini disusun dengan tujuan untuk mengetahui kelayakan media pembelajaran siswa di SMPN 16 Pontianak, SMPN 11 Pontianak, dan SMPN 6 Pontianak pada materi ekosistem. Selain itu, untuk mengetahui proses pengembangan media e-book berbasis 3D Pageflip Pro, serta mendeteksi validitas dan reliabilitas pengembangan media pembelajaran. Four-D ditetapkan sebagai model dengan metode penelitian berupa Research and Development. Penelitian ini selanjutnya mereduksi model Four-D menjadi Three-D dengan menjalankan tahapan define, design, dan develop pada penilaian ahli. Peneliti menetapkan 60 siswa kelas VII dari SMPN 16 Pontianak, SMPN 11 Pontianak, dan SMPN 6 Pontianak, serta 3 guru IPA biologi dari masing-masing sekolah tersebut dan 2 dosen Pendidikan Biologi FKIP Untan sebagai sumber data penelitian. Diperoleh hasil validitas media e-book berbasis 3D Pageflip Pro yaitu v ≥ 0,80 kategori valid. Uji reliabilitas antar rater menggunakan ICC menghasilkan nilai 0,5-0,851 kategori baik. Media e-book berbasis 3D Pageflip Pro telah memenuhi kriteria baik dan dinyatakan layak.
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Siahaan, Sabda Dian Nurani, Dede Ruslan, Miftah El Fikri, and Lenti Susanna Saragih. "Development of Android-based Electronic Flipbook (E-Book) with Augmented Reality Technology in Green Business Courses." Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran 10, no. 4 (2024): 1596. https://doi.org/10.33394/jk.v10i4.13332.

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This research aimed to develop an interactive Android e-book using Augmented Reality (AR) to enhance student learning outcomes of Green Business courses. The e-book included both offline and online resources and utilized AR to provide 3D visuals for a more engaging learning experience. The method used was Research and Development (R&D) with the Plomp Model. This model consists of five stages namely Preliminary Investigation ; Design ; Realization / Construction ; Test, Evaluation and Revision ; and Implementation. The data analysis technique is an Effectiveness Test using SmartPLS4 software. The results showed that the Green Business e-book effectively improved students' learning outcomes. This research indicates that visually-based e-books can be an effective tool for enhancing student learning outcomes. Educational institutions should consider developing more digital learning materials, especially those related to topics such as Green Business.
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Nisaun, Markamah, Subiyanto, and Murnomo Agus. "The Effectiveness of Augmented Reality App to Improve Students Achievement in Learning Introduction to Animals." Journal of Education and Learning (EduLearn) 12, no. 4 (2018): 651–57. https://doi.org/10.11591/edulearn.v12i4.9334.

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In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animal introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animal video. 3D based learning makes it easy for students to visualize learning materials and video based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students was divided into two groups participated in learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students’ performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group. 
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Jacobs, Courtney, Marcia McIntosh, and Kevin M. O’Sullivan. "Making Book History: Engaging Maker Culture and 3D Technologies to Extend Bibliographical Pedagogy." RBM: A Journal of Rare Books, Manuscripts, and Cultural Heritage 19, no. 1 (2018): 59. http://dx.doi.org/10.5860/rbm.19.1.59.

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Once highlighted as a hobbyist’s novelty, allied technologies such as 3D scanning, 3D modeling, and 3D printing are fueling vital new advances in a diversity of fields: in biomedical research, human tissue is being 3D printed to form human organs; the development of 3D printed titanium parts in aerospace engineering will save airplane manufacturers millions of dollars per plane; and 3D printing allows mathematicians to create intricate physical representations of geometric models that are otherwise difficult to visualize. Though 3D technologies have only recently gained a similar foothold throughout the humanities, the results are no less encouraging. Perhaps unsurprisingly, these projects focus in large part upon furthering our understanding of physical artifacts. Recent examples range from detailed replicas of delicate fossils and high-resolution 3D scans of engraved wooden blocks to 3D models of damaged paintings and fragile medieval artifacts. Application of these technologies naturally aligns with the study of material culture, facilitating the understanding of and access to rare and delicate materials. The appearance of 3D technologies within special collections is thus a fitting development.
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Kamiana, Agus, Made Windu Antara Kesiman, and Gede Aditra Pradnyana. "PENGEMBANGAN AUGMENTED REALITY BOOK SEBAGAI MEDIA PEMBELAJARAN VIRUS BERBASIS ANDROID." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 8, no. 2 (2019): 165. http://dx.doi.org/10.23887/karmapati.v8i2.18351.

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Penelitian ini bertujuan untuk merancang dan mengetahui respon siswa kelas X MIA (Matematika Ilmu Alam) dari hasil rancangan Aplikasi Augmented Reality Book Virus. Metode penelitian yang digunakan adalah pengembangan untuk mengembangkan Aplikasi Augmented Reality Book Virus sebagai media pembelajaran. Aplikasi ini menggunakan library Vuforia yang mampu memainkan suara dan menampilkan objek 3D animasi dan objek 3D virus, diputar oleh user ke dalam sebuah lingkungan nyata dengan menggunakan bantuan buku dan smartphone berbasis Android. Hasil penelitian dan pengembangan menggunakan metode ADDIE menunjukkan bahwa aplikasi augmented reality book virus dalam kriteria sangat baik. Hasil yang diperoleh berdasarkan analisis uji black box, uji white box, uji ahli isi, uji ahli media, dan uji lapangan. rata-rata respon siswa juga menyatakan aplikasi augmented reality book virus masuk dalam kriteria sangat baik. Berdasarkan analisis dari 32 siswa diketahui 11 siswa menyatakan aplikasi augmented reality book virus masuk dalam kriteria sangat baik, 10 siswa menyatakan sangat baik, 19 siswa menyatakan baik dan 3 sisanya menyatakan cukup. Kesimpulan yang didapat yaitu sudah berhasil mengembangkan aplikasi augmented reality book sebagai media pembelajaran virus berbasis android dan sudah berhasil mendeskripsikan respon siswa terhadap pengembangan aplikasi augmented reality book virus pada pelajaran virus.
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Rini, Tika Puspita Widya, Ali Rachman, and Dessy Dwitalia Sari. "BIMBINGAN TEKNIS PEMBUATAN MEDIA PEMBELAJARAN INOVATIF 3D POPUP BOOK DALAM MENGHADAPAI ERA NORMAL BARU BAGI GURU SEKOLAH DASAR." ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED 12, no. 2 (2022): 154. http://dx.doi.org/10.24114/esjpgsd.v12i2.35681.

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Penelitian ini bertujuan untuk menambah pengetahuan dan keterampilan guru mengenai konsep pembuatan media pembelajaran inovatif 3D Popup Book dan mengaplikasikannya dalam materi pembelajaran di sekolah. Bimbingan teknis ini dilakukan di SD Negeri Pasar Lama 3 Banjarmasin. Metode pendekatan yang digunakan adalah metode ceramah, diskusi, tanya jawab, dan praktek pembuatan produk. Hasil yang diperoleh dari kegiatan bimbingan teknis adalah tingginya antusian, tingkat keaktifan dan kerjasama antaranggota kelompok. Selain itu, hasil pretest dan posttest menunjukkan terdapat peningkatan pemahaman guru mengenai media 3D Popup Book dengan adanya kenaikan dari rerata pretest sebesar 56,5menjadi 81 dalam posttest.
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Jacobs, Courtney “Jet”, Marcia McIntosh, and Kevin M. O’Sullivan. "The Bibliographical Maker Movement." Knygotyra 78 (June 27, 2022): 163–93. http://dx.doi.org/10.15388/knygotyra.2022.78.111.

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At the end of the twentieth century, increased access to certain technologies and processes, such as 3D scanning, computer-aided design, rapid fabrication and microcircuitry, enabled consumers to become creators of material design. These activities, which collectively came to be known as making, extended across both public and private sectors, including the study of the book. This paper offers an extended discourse on the full range of activities comprising the bibliographical maker movement, which in recent years has coalesced around the idea that maker culture may be employed to enhance our understanding of not only the history but also the future of the book. The application of these new technologies toward critical book studies has proceeded from the practice-based approach to research and instruction first begun under the auspices of the bibliographical press movement in the mid-twentieth century. In keeping with this earlier work, biblio-making is predicated upon the idea that certain kinds of knowledge are best gained through personal experience and experimentation. This article will first outline the benefits of applying 3D technologies to the goals of book history before locating and describing the activities of participating individuals and institutions within three broad categories: holistic, 3D digitisation; recovering historical tools and processes; and creative experiments in book design. As the article demonstrates, the strength and potential of the bibliographical maker movement lies in its widening community of practice and that, by virtue of its being an open-access network of constituents, it is now poised to make a significant and lasting contribution to the study of the book.
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Irfandy, Maulana Reza, Dharmono Dharmono, and Maulana Khalid Riefani. "Kajian keanekaragaman spesies araceae di kawasan mangrove Desa Sungai Bakau Kecamatan Kurau sebagai buku saku berbasis 3D pageflip." Bio-Pedagogi 12, no. 1 (2023): 45. https://doi.org/10.20961/bio-pedagogi.v12i1.60922.

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<p>EN</p><p>Araceae diversity as a learning resource is still very rare, especially on a local basis, and a 3D Pageflip-based pocket book on Araceae material has never been developed before. This is what motivated the researchers to develop a 3D Pageflip-based pocket book about Araceae which was found in the mangrove area of Sungai Bakau Village. This study aims to determine the diversity of Araceae species in the Mangrove Area of Sungai Bakau Village, Kurau District, the validity and practicality of a 3D Pageflip-based pocket book. The method used in this study is a descriptive method with roaming techniques for data collection in the mangrove area of Sungai Bakau Village and developed into a 3D Pageflip-based pocket book which was tested for validity and practicality using Tessmer Formative Evaluation. Based on the results of the study, there were 9 species of Araceae found in the Mangrove Area of Sungai Bakau Village, namely:<em> Calocasia esculenta, Xanthosoma sagittifolium, Dieffenbachia seguine, Colocasia esculenta var. ilustrilis, Alocasia macrorrhiza, Colocasia esculenta var.elena, Caladium bicolor var.florida, Syngonium auritum, </em>and<em> Syngonium podophyllum</em>. The results showed that the validity test of the expert assessment obtained a very valid average result, namely, 95.4%, and the practicality (one to one) of the students obtained a very good average result, which was 90.5%. Based on the scores obtained, the 3D Pageflip-based Araceae species pocket book developed is very valid and very practical.</p><p>ID</p><p>Keanekaragaman Araceae sebagai sumber belajar masih sangat jarang ditemukan, terutama yang berbasis lokal, dan buku saku berbasis 3D Pageflip pada materi Araceae belum pernah dikembangkan sebelumnya. Hal inilah yang melatarbelakangi peneliti untuk mengembangkan buku saku berbasis 3D Pageflip tentang Araceae yang ditemukan di kawasan mangrove Desa Sungai Bakau. Penelitian ini bertujuan untuk mengetahui keanekaragaman jenis Araceae di Kawasan Mangrove Desa Sungai Bakau Kecamatan Kurau, kevalidan dan kepraktisan buku saku berbasis 3D Pageflip. Metode yang digunakan dalam penelitian ini adalah metode deskriptif dengan teknik jelajah untuk pengambilan data di kawasan mangrove Desa Sungai Bakau dan dikembangkan menjadi buku saku berbasis 3D Pageflip yang diuji validitas dan praktikalitasnya menggunakan Tessmer Formative Evaluation. Berdasarkan hasil penelitian, terdapat 9 spesies Araceae yang ditemukan di Kawasan Mangrove Desa Sungai Bakau, yaitu: Calocasia esculenta, Xanthosoma sagittifolium, Dieffenbachia seguine, Colocasia esculenta var. ilustrilis, Alocasia macrorrhiza, Colocasia esculenta var. elena, Caladium bicolor var. florida, Syngonium auritum, dan Syngonium podophyllum. Hasil penelitian menunjukkan bahwa uji validitas dari penilaian ahli memperoleh hasil rata-rata sangat valid yaitu 95,4%, dan kepraktisan (one to one) siswa memperoleh hasil rata-rata sangat baik yaitu 90,5%. Berdasarkan skor yang diperoleh, maka buku saku spesies Araceae berbasis 3D Pageflip yang dikembangkan sangat valid dan sangat praktis</p>
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Juhász, Csaba, Kristóf Muhi, and Zsolt Csaba Johanyák. "Eddie – 3D Scanning and Augmented Reality in Education." Műszaki Tudományos Közlemények 11, no. 1 (2019): 93–96. http://dx.doi.org/10.33894/mtk-2019.11.19.

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Abstract We are convinced that the learning process could be a lot more interesting and more interactive for young people with the help of modern technologies. The presence and the usage of the smartphones is natural for today’s young generations, although they do not use their inherent potential for example for educational purposes. Eddie is a hybrid of a smartphone application and a school book. The school book would keep its original form, but we would make the application fit for a given subject. The already existing pictures in the schoolbooks would work as a special indicator, which our application could read. The application would show different contents virtually in AR (Augmented Reality), based on the scanned image. The shown content could be a 3D model, animation or video.
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Dr., Pramila Tanwar. "Use of Tactile Diagrams in Learning Science for Visually Impaired Students at Upper Primary Stage." International Journal of Current Science Research and Review 04, no. 07 (2021): 745–54. https://doi.org/10.47191/ijcsrr/V4-i7-18.

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Abstract : The NCERT textbooks of Science at upper primary stage are available in Braille script not including any graphics, diagrams and activities  as a result, it has been a challenge for student with visual impairment to ‘create in your mind’ the content specified in Braille textbooks. This challenge has been addressed by NCERT, Department of Education in Science & Mathematics (DESM) to overcome such limitations. DESM has taken the initiative of given those tactile books for Science at the upper primary stage. It will smooth the progress of learning science for visually impaired students. NCERT developed tactile book in science in cooperation with Raised line foundation using 3D technology. In this paper, we are discussing about tactile book in science at upper primary stage.
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Miller, Andrew P. "Book Review: 3D Echocardiography, edited by Takahiro Shiota." Echocardiography 25, no. 2 (2007): 236. http://dx.doi.org/10.1111/j.1540-8175.2007.00627.x.

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Mahrawi, Indria Wahyuni Anis Nurul Ambiya Hendro Pramono. "Pengembangan E-Book Berbasis Android Pada Materi Jamur." Madani: Jurnal Ilmiah Multidisiplin 1, no. 6 (2023): 1058–64. https://doi.org/10.5281/zenodo.8183256.

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<em>This study aims to develop an Android-based e-book as a learning resource on mushroom material, to determine feasibility, and to find out student responses to Android-based e-books. The research method used is the research and development (R&amp;D) method with 3D models (define, design, develop). This research was conducted at SMAN 17 Tangerang Regency with a population of 15 class X students. The data collection technique was in the form of distributing questionnaires to test the feasibility of the e-book that had been developed. The results showed that the android-based e-book on mushroom material for class X high school students was very suitable for use as a learning medium with a score percentage of 97.5% from the material expert test and a score of 83% from the media expert test. Both values are included in the very feasible category. The results of the student response test obtained a score of 81.3% which was included in the very decent category.</em>
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Iskandar, Didik, Ilmiyati Rahayu, Uyung Amilul Ulum, Lukmanul Hakim, and Yayat Ruhiya. "The Utilization of 3D Technology in Mathematics Learning." Jurnal Penelitian Pendidikan IPA 9, no. 8 (2023): 6774–77. http://dx.doi.org/10.29303/jppipa.v9i8.4284.

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The development of information and communication technology in Indonesia has developed very rapidly. This can be seen in smartphone users, the number of bloggers in Indonesia, Facebook or other social media users, and internet users. One of the information and communication technologies that is starting to develop in Indonesia is Virtual Reality. This technology in Indonesia is still not much developed. Virtual Reality technology that has entered Indonesia is mostly only in the form of games. There are not many Virtual Reality developers in Indonesia. The Indonesian government itself is currently promoting the digitization of school (learning) materials, one of which is through the Electronic Book Series from the Ministry of Education and Culture for elementary school, junior high school high school and vocational school children. Electronic Series Books are still limited to masters or digitalized books, while the development of Virtual Reality in the education sector in Indonesia is still not large and has not yet developed. In Indonesia, almost no elementary schools utilize Virtual Reality technology in their learning process and mathematics is one of the school materials that is very feared by students, apart from English and regional languages ​​(Javanese). From the above background, researchers developed a mathematics learning application for the elementary school level based on Virtual Reality technology. With this Virtual Reality technology, children are invited to play and learn so that children are able to work on math problems in a fun way
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Snider, Evan. "Review of Video Game Spaces: Image, Play, and Structure in 3D Game Worlds." Eludamos: Journal for Computer Game Culture 5, no. 1 (2011): 101–3. http://dx.doi.org/10.7557/23.6130.

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Anisa Nurul Izzah and Deni Setiawan. "Penggunaan Media Pop Up Book sebagai Media Belajar yang Menyenangkan di Rumah Dalam Inovasi Pembelajaran SD Kelas Rendah." Sinar Dunia: Jurnal Riset Sosial Humaniora dan Ilmu Pendidikan 2, no. 3 (2023): 86–92. http://dx.doi.org/10.58192/sidu.v2i3.1119.

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By applying it, learners walk boldly, educators cannot unite and pay attention to their students directly. This makes educators have to rack their brains to increase student interest in learning. The use of printed books as learning media tends to make students bored, thereby reducing students' interest in learning. Popup books are one solution to increase student interest in learning. This happens because the pop up book provides a 3D picture so it is not monotonous. This study uses the library method with the results of collecting information or empirical data through various literatures including books, other references, and relevant previous research results so as to get answers to the problems studied. This method uses editing, organizing, and finding data collection techniques.
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Lubis, Arif Rahman, Haida Dafitri, and Sumi Khairani. "Implementasi Augmented Reality Book (Arbook) Sebagai Media Pembelajaran Mikrokontroler Elektronika Dasar Berbasis Android." Jurnal Komputer Teknologi Informasi dan Sistem Informasi (JUKTISI) 2, no. 2 (2023): 416–26. http://dx.doi.org/10.62712/juktisi.v2i2.132.

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Saat ini, masih banyak sistem pembelajaran yang masih menggunakan dengan cara manual seperti membaca buku dan presentasi, maka dari itu hadirlah sebuah teknologi yang berbaisi Augmanted Reality Book yang dapat mempermudah mahasiswa memahami materi mikrokontroller. Augmented Reality adalah salah satu teknologi yang sedang ramai dikembangkan dan diterapkan pada saat ini. Aplikasi ini merupakan pengenalan teknologi Augmanted Reality tentang alat-alat mikrokontroller elektronika dasar sebagai media pembelajaran. Dari hasil imlepementasi ini peneliti menghasilkan sebuah aplikasi yang berbasis android yang dapat menampilkan gambar 3D Ketika di scan dengen beberapa tahap yaitu menginstal aplikasi ARbook di Smartphone android kemudian melakukan scan marker pada sebuah buku dan menghasilkan objek 3D pada aplikasi Augmanted Reality Book.
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Suksawasdi, Varodom. "Book Review: So You Want to Create Maps Using Drones?" International Journal of Building, Urban, Interior and Landscape Technology (BUILT) 19 (June 29, 2022): 85–87. http://dx.doi.org/10.56261/built.v19.246766.

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A new tool to collect aerial photography is the unmanned aerial vehicle (UAVs or Drones) that obtains the set of photographs and put them into the process. The photogrammetry creates a 3D modelling if it is updated. Eventually, the book's contents may not be up-to-date. However, the overview of the content gives the readers the basic meanings of keywords compared to creating 3D modelling forms of photography. The direction of tool development is also along with case-studies for easy understanding. Even though at the beginning of the book is hard to understand what has been communicated, the middle and end of the book describe the contentquite well. It has an example of work to show the overall clarity.
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Kholifah, Siti, Paulus Hartanto, and Iwan Koerniawan. "PENGEMBANGAN E-BOOK DENGAN SOFTWARE FLIPBOOKMAKER UNTUK PEMBELAJARAN MATA KULIAH AKUNTANSI KEUANGAN DI STEKOM SEMARANG." EQUILIBRIA PENDIDIKAN : Jurnal Ilmiah Pendidikan Ekonomi 2, no. 2 (2018): 69. http://dx.doi.org/10.26877/ep.v2i2.2192.

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AbstrakTujuan penelitian ini adalah untuk mengembangkan produk e-book untuk pembelajaran mata kuliah akuntansi keuangan yang valid. Penelitian ini merupakan penelitian Research and Development. Penelitian pengembangan ini menggunakan modifikasi model 4D menjadi 3D dengan tahap define (pendefinisian), design (perencanaan), dan development (pengembangan). E-book dengan software flopbookmaker terlebih dahulu dilakukan uji validasi oleh ahli media, ahli materi dan juga angket tanggapan mahasiswa. Diperoleh rata-rata penilaian validasi ahli materi 85,2%, validasi ahli media 89,2%, penilaian tanggapan mahasiswa 85,2%, Jadi media E-book layak digunakan dengan kategori sangat baik. Kata Kunci: Pengembangan, e-book, akuntansi keuangan
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Kholifah, Siti. "DESAIN E-BOOK DENGAN SOFTWARE FLIPBOOKMAKER UNTUK PEMBELAJARAN MATA KULIAH AKUNTANSI KEUANGAN DI STEKOM SEMARANG." MAKSIMUM 7, no. 1 (2019): 23. http://dx.doi.org/10.26714/mki.7.1.2017.23-32.

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Tujuan penelitian ini adalah untuk mengembangkan produk e-book untuk pembelajaran mata kuliah akuntansi keuangan yang valid. Penelitian ini merupakan penelitian Research and Development. Penelitian pengembangan ini menggunakan modifikasi model 4D menjadi 3D dengan tahap define (pendefinisian), design (perencanaan), dan development (pengembangan). E-book dengan software flopbookmaker terlebihdahulu dilakukan uji validasi oleh ahli media, ahli materi dan juga angket tanggapan mahasiswa. Diperoleh rata-rata penilaian validasi ahli materi 85,2%, validasi ahli media 89,2%, penilaian tanggapan mahasiswa 85,2%, Jadi media E-book layak digunakan dengan kategori sangat baik. Kata Kunci: Pengembangan, e-book, akuntansi keuangan
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Lorents, Albert, and Alfiansyah Zulkarnain. "Animation Design in an Animated 3-Dimensional Film Adapted from a Children's Story by Monica Wihardja." IMOVICCON Conference Proceeding 2, no. 1 (2021): 177–81. http://dx.doi.org/10.37312/imoviccon.v2i1.83.

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Discrimination is an issue that often occurs in Indonesia. It is undeniable that religious discrimination is one form of such discrimination. Marapu religion, is a traditional religion adhered to by the people of Sumba. Discrimination against followers of the Marapu religion is one form of discrimination that occurs in the Sumba region. Adherents of the Marapu religion in Sumba experience different treatment, especially in the field of education. Therefore the short 3D animation project raises this issue, aiming to raise public awareness about religious discrimination that still often occurs in Indonesia.The design method in Meha's short 3D animation project uses literature study sourced from books, articles and research journals and interview studies regarding the reconstruction of book content and the cultural context of Sumba and Marapu which will be raised in this final project. The final form of this project is a 3D short animated film with a duration of six minutes. In the process, visual content keywords are emphasized, namely Enlightened and Heavenly, which are references in visual design in making animation
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Yusuf, Farid Maulana, Rohman Dijaya, Mochamad Alfan Rosid, and Cindy Taurusta. "Aplikasi Buku Pintar Ruang Angkasa sebagai Media Pembelajaran berbasis Augmented Reality." Edumatic: Jurnal Pendidikan Informatika 9, no. 1 (2025): 129–38. https://doi.org/10.29408/edumatic.v9i1.29491.

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Space learning is still dominated by traditional books, but is often considered monotonous because it only presents static text and images. This study aims to develop a Smart Space Book based on Augmented Reality (AR) as an interactive learning media to present space concepts more visually and attractively. The method used is the Multimedia Development Life Cycle (MDLC), which consists of six stages: conceptualization, application design, material collection, application development, application testing, and application distribution. This application was developed using Unity 3D on Android devices with the marker-based tracking method, which displays 3D objects such as the Solar System, Galaxy, Stars, and Space equipped with interactive explanatory materials. Testing was carried out through black box testing to assess system functionality as well as usability tests and field studies at Aisyiyah Bustanul Athfal Kindergarten. The results of our findings are in the form of a Smart Space Book application based on Augmented Reality (AR), which can function well according to the design that has been determined and is applied as an interactive AR-based learning media. The test results of this application provide an alternative in presenting space material more visually and interactively and have the potential to be applied at various levels of education.
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47

Lestari, Rini, and Yanti Fitria. "Pengembangan E-Book Berbasis RADEC Berbantuan 3D Pageflip Professional di Kelas V Sekolah Dasar." Journal of Education Research 4, no. 3 (2023): 1339–44. http://dx.doi.org/10.37985/jer.v4i3.468.

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Penelitian ini dimulai dari penemuan bahwa minimnya sumber belajar serta buku pelajaran masih dalam bentuk cetak dan penggunaan teknologi dalam pembelajaran belum optimal. Tujuan utama dari penelitian ini adalah mengembangkan E-Book Berbasis RADEC berbantuan 3D Pageflip Professional di kelas V SD yang valid dan praktis. Penelitian ini berjenis penelitian pengembangan (R&amp;D) dengan model ADDIE, subjek uji coba di SDN 14 ATTS Kota Bukittinggi. Instrumen yang digunakan dalam mengumpulkan data adalah instrument angket hasil validasi, angket respon pendidik dan angket respon peserta didik. Hasil menunjukkan E-Book yang dirancang memiliki validitas yang memadai validitas materi sebesar 90%, aspek media 86,25%, dan aspek bahasa 90%. Respons guru mendapatkan 94,28% dengan kategori sangat praktis, sementara respon peserta didik mencapai 94,9% dengan kategori yang sama. Dengan temuan ini, disimpulkan bahwa E-Book Berbasis RADEC berbantuan 3D Pageflip Professional di kelas V Sekolah Dasar telah terbukti valid dan praktis untuk pembelajaran.
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48

Amelia, Chindy Tri, Agus Hikmat Syaf, and Hamdan Sugilar. "Pengembangan E-Modul Statistika Berbantuan Software Book Creator Pada Kemampuan Berpikir Statistik." Journal on Mathematics Education Research (J-MER) 6, no. 1 (2025): 1–22. https://doi.org/10.17509/j-mer.v6i1.82073.

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The purpose of this study was to develop learning media in the form of e-statistics modules assisted by book creator software on statistical thinking skills seen from the level of validity, practicality, effectiveness, and student response. The method used in this research is the 3D model (define, design, develop). Data sources were obtained from media and material validators, educational practitioners, and students of class VIII C at SMPN 4 Jatinangor. The results of this study indicate that the development of statistics e-modules assisted by book creator software runs well and systematically in accordance with the 3D stages, the level of validity obtained valid criteria, practicality obtained practical criteria, effectiveness obtained moderate criteria, and student responses obtained very good criteria. It shows that the statistics e-module assisted by software book creator can be used as a good alternative media to be used in learning mathematics.
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49

Adibatul, Maula, Sunarjo Lanny, and Santoso Bedjo. "The Augmented Reality Book Model as an Educational Media in Improving Dental Health Maintenance Behavior for Parents and Dental Hygiene Status in Pre-School Age Children." International Journal of Innovative Science and Research Technology 8, no. 1 (2023): 2320–40. https://doi.org/10.5281/zenodo.7645229.

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Augmented reality is a relatively new technology. The concept of content in this research is to combine AR and children&#39;s illustration books. This content can later be scanned/scanned by the AR application and display the shape of a 3D model. The content presented is in the form of book illustrations and 3D models that can display parts of the oral cavity. This type of research is a mix method with an R&amp;D research design. The population in this study were students of TK Pelangi and TK Al-Manar Cirebon City. The sample used was 40 children who were divided into two groups, namely Pelangi TK students as the intervention group as many as 20 children and AL-Manar Kindergarten students as a control group as many as 20 children who met the inclusion and exclusion criteria, as well as 4 teachers and parents who attended number of children. Data analysis was performed by univariate, bivariate and multivariate analysis. The results showed that the augmented reality book model as an educational medium was effective in increasing knowledge, attitudes and actions to maintain dental and oral health in pre-school age children and was effective in reducing plaque scores in children compared to the control group. Proven pvalue of knowledge (0.001), attitude (0.002), action (0.001), plaque score (0.001). Augmented reality book model as an effective educational media in increasing knowledge, attitudes and actions to maintain oral health in mothers compared to the control group. Proven pvalue of knowledge (0.001), attitude (0.002), action (0.001). Augmented reality book model as an effective educational media increases knowledge, attitudes and actions to maintain oral health in teachers compared to the control group.
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Syahri, Wilda, and Yusnaidar Yusnadar. "Pengembangan E-Book Materi Gas Ideal Berbasis Multipel Representasi Menggunakan 3D Pageflip." Journal of The Indonesian Society of Integrated Chemistry 14, no. 1 (2022): 1–9. http://dx.doi.org/10.22437/jisic.v14i1.16506.

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Mata kuliah Kimia Fisika I di Prodi Pendidikan Kimia merupakan salah satu mata pelajaran yang bersifat abstrak seperti materi Gas Ideal. Karakteristik materi Gas Ideal yang bersifat abstrak membuat mahasiswa tidak dapat melihat secara langsung proses yang terjadi pada sistem Gas Ideal. Oleh karena itu, dipandang perlu untuk mengembangkan suatu e-Book Materi Gas Ideal Berbasis Multipel Representasi Menggunakan 3D Pageflip yang dapat membantu mahasiswa untuk dapat secara mandiri mempelajari dan memahami materi Gas Ideal, sehingga memberikan keleluasaan dan keluwesan bagi mahasiswa. Melalui e-Book Materi Gas Ideal Berbasis Multipel Representasi ini, akan dapat menggali kemampuan individual mahasiswa serta menimbulkan daya tarik, sehingga diharapkan dapat melahirkan motivasi bagi mahasiswa dalam meningkatkan prestasi dan hasil belajarnya. Hasil dari penelitian ini akhirnya adalah e-Book Materi Gas Ideal Berbasis Multipel Representasi pada level makroskopik, mikroskopik dan simbolik menggunakan aplikasi 3D pageflip tentang Gas Ideal yang sesuai dengan kurikulum yang berlaku dan juga sesuai dengan kaidah-kaidah pendidikan serta mengandung unsur edukasi.
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