Cybergogy as a digital media to facilitate the learning style of millennial college students

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Rezka Arina Rahma
https://orcid.org/0000-0002-2853-1335
Sucipto Sucipto
Yessi Affriyenni
Monica Widyaswari

Abstract

This research was aimed to test the effectiveness of AR-based digital learning materials in improving the learning of the students. The development method used in this research is the ADDIE (Analysis, Design, Development or Production, Implementation or Delivery, and Evaluation) model. The subjects in this developmental research are the lecturers of the educational technology department as media experts, the lecturers of the nonformal education department as the subject expert, and the students of the nonformal education department of the academic year 2018 as the users. The specification of the innovative product to be developed is augmented reality as a digital media in learning the family education subject. The result of the research that AR-based digital learning materials have gained excellent results as it has proven to help students in learning effectively. The average score in the experimental group after participating in learning with Augmented Reality media, the average score was improved to 92,55. Whilst in the control group, the average learning with the old/conventional paradigm, the average score recorded at 86,75.


 


Keywords: Cybergogy, Teaching Media, Augmented Reality

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How to Cite
Rahma, R. A. ., Sucipto , S. ., Affriyenni , Y. ., & Widyaswari , M. . (2021). Cybergogy as a digital media to facilitate the learning style of millennial college students. World Journal on Educational Technology: Current Issues, 13(2), 223–235. https://doi.org/10.18844/wjet.v13i2.5691
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