Advances in Social Science, Education and Humanities Research (ASSEHR), volume 201
International Conference on Indonesian Technical Vocational Education and Association (APTEKINDO 2018)
Augmented Reality Technology for Vocational
Education in the Disruption Era
Ulfah Mediaty Arief, Hari Wibawanto, Azzizah Luhur Nastiti
Engineering Faculty
Universitas Negeri Semarang
Semarang, Indonesia
luhurnastiti@students.unnes.ac.id
Abstract— The purpose of this paper is to explain
information and communication technology that can support
the field of education in the disruption era, namely Augmented
Reality (AR). The contribution of AR in education can provide
a learning experience. Vocational education is an education
that requires balance between acquiring knowledge and
building experiences. In this way, AR can be one of the
technologies that support vocational education. We will explain
the potential case of AR game development in AR game
development that is applied in education, especially in learning
chemistry.
Keywords— augmented reality, vocational education
I. INTRODUCTION
Information and communication technology (ICT) has
developed year by year. These developments have impact on
various sectors such as transportation, health, banking,
government and education. Education field began to emerge
various new platforms such as MOOC (Massive Open
Online Course), Mobile learning, and E-learning. The other
sectors that also emerge are such as smart city technology
and O2O service (Online to Offline). This era is called
disruption era, that is an era where innovation can replace
old, unsophisticated, impractical, inefficient, and
unproductive technology with digital technology that
produces something new, more efficient, faster, cheaper,
easier and more useful. In addition to disruption, there are
innovations that have an impact on cutting the cost of
production stages in the form of labor and affecting the
creation of employment called efficiency innovation [1].
Digitalization and automation in various industries have an
effect on preparing for a digital-based industry revolution.
One of area in education field that needs to be improved is
vocational education that prepares people to make technical
rigorous procedures, that must be properly assimilated and
enforced, many of which attached to technicalities, rules and
safety standards [2].
Some ICT developments such as Virtual Reality,
Augmented Reality and Internet of Things began to have a
role in education. Virtual Reality (VR) is a simulation
technology that allows users to interact with the environment
that is in the virtual world. Augmented Reality (AR) is a
technology that uses tools like smartphones or tablets in
projecting virtual objects such as illustrating the proper use
of techniques on an object or showing the shape of a model
into a real environment. While Internet of Things (IoT) is a
concept where objects that are often used in everyday life
such as smartphones are connected to one network and data
from that network can be utilized for other needs [3].
In the digital age, the needs of technology and workings
are changing, especially in vocational education. Learning by
conventional methods and work methods that typically use
properties and instruments, AR offers its potential to
visualize instruments in learning to gain a different learning
experience.
Potential of AR has not been applied maximally and is
still rarely used in vocational education especially in
learning. The most notably reason is the creation of complex
and constrained content and development on resources and
costs [4].
In the industrial field, interconnected production
processes can cause complexity so that employees are
required to be able to follow the complexity. Education in the
operation and maintenance of machinery is often important
in the technical training process. The machines are getting
more complex and increasing automation. AR is best suited
to prepare employees during education with the potential to
integrate both the real world and the digital world. Such an
AR describes a combination of interactive and dynamic
digital information and data with real and surrounding
objects [5] [6].
Several studies have shown that AR can be used in
designing exploratory learning activities with the
Gamification approach [7]. Because AR is able to combine
real-world and digital and can be used for learning like
machine visualization. In this research, the writer applies
Augmented Reality technology in education especially in
learning chemistry, which explains about chemical bond.
This case study can be an example to apply in vocational
education.
II. METHOD
Research about how to improve the learning experience
using technology increasingly focuses on the latest
technologies such as AR, ubiquitous learning (u-learning),
mobile learning (m-learning), and games [8]. One of the
technologies that is the most potential one and requires
development is AR [9]. The rapid technological evolution
has had an impact in education field, especially when
technology is combined with adequate pedagogical base.
This combination has created new opportunities to improve
the quality of the teaching and learning experience [10].
Copyright © 2018, the Authors. Published by Atlantis Press.
This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
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Advances in Social Science, Education and Humanities Research (ASSEHR), volume 201
Media for learning is evolving and has a focus on facilitating,
creating user effectiveness and user-friendliness in
understanding a material [11]. In recent years, there has been
considerable effort in the use of technology to support and
enhance learning [12]. The integration of learning
environments, among others, are the use of computers,
multimedia materials, whiteboard, internet, simulations,
games and more recently the use of smartphone devices and
deep technology such as 3D virtual world and AR [13].
AR is a technology that can display virtual elements into
the user environment [14]. Ideally, virtual elements should
interact with users and objects in the real-world naturally.
The main goal is to create a system so that the user cannot
distinguish between the real world and the virtual
augmentation [15].
III. RESULT AND DISCUSSION
AR technology is effective for students to learn
something not seen in the real world and abstract or complex
concepts [16]. One of the topics that contains abstract
concepts is chemistry [17]. Visualization using technology
such as animation is one of the learning strategies that
encourages visualization skills that can help to understand
concepts correctly [18]. The medium used for the study of
chemistry today is a chemical book with color images and
lab work in lab. While not all problems can be understood by
reading books and practices in the laboratory that can be
done anywhere and anytime, suitable media are needed to
improve the understanding of chemical concepts
appropriately and effectively [19]. AR technology enhances
the user's sensitivity through visualization of images, text,
3D models into real environments via camera, so that
enabling the delivery of information to be more effective
[20].
AR can be developed with the concept of the game. The
development of AR has been found in the form of
educational games and has the advantage of improving
gameplay variations and potentially producing a unique
educational ability [21]. AR games involve rules of play,
teamwork and a sense of excitement to engage students in
the learning experience [22]. The gaming industry is an
attractive industry and has the largest consumer [23]. Making
games using real-world content and virtual worlds can create
memorable and interactive experiences [24]. This is then
behind the emergence of media innovation in learning
chemistry, especially the development of AR technology as a
media of learning.
The media developed by researchers is the ARChemy
game. The ARChemy game concept of each level game will
be given quizzes about chemical bonds that include ionic
bonds and covalent bonds. This ARChemy game has 10
levels. On the Main Menu page, there are three menu
options, "Start", "How to Play", and "Profile". If the player
selects the "How to Play" menu, then the system will display
information on how to use the app. If the player chooses the
"Profile" menu, then the system will display information
about the game and the developer. If the player chooses the
"Start" menu, the application will activate the camera
automatically and will enter level 1 then the quiz question
will appear on the bottom screen. The player must direct the
camera towards the target form. When the camera captures
the marker image, it will show 3D objects in the form of
atomic and electron animation. Players should look for a
combination of markers by placing markers aligned. If the
atom objects attract each other, then the answer is correct. If
successfully answered, then the player will be able to go to
the next level and get rewards in the form of information
about the ties related to the quiz question. If the marker
combination is incorrect, a warning appears.
In the development of the ARChemy game, the
researcher performs several stages of making the initial
design of the product to be developed, making the assets
needed in making the application using graphic software,
developing applications with game engine that is Unity 3D
and Vuforia SDK. There are six 3D objects: visualization of
Hydrogen (H), Sodium (Na), Nitrogen (N), Oxygen (O),
Fluor (F), and Chlorine (Cl) atoms, with electron animations
orbiting atoms. On the smartphone screen, a problem is
displayed and the camera will be activated to detect the
marker and the system will display the customized object.
Fig. 1. ARChemy’s Marker
Fig. 2. 3D Objects and Animation
Fig. 3. ARChemy Game
This ARChemy app is Android based. The Android
specifications required for the ARChemy app are the
minimal Android 4.4 Kitkat operating system, 2 GB RAM,
5MP or more camera, has 720x1280 pixels screen resolution,
and has a gyroscope sensor.
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Advances in Social Science, Education and Humanities Research (ASSEHR), volume 201
After programming is done and the application can be
run on the target device, next is usability test to students of
class ten. This is done to determine the feasibility level of
ARChemy game application. The usability testing aspect
tested to the students was adapted from the usability
questionnaire from USE Questionnaire [25]. The
questionnaire included usefulness, ease of use, ease of
learning, and satisfaction indicators.
The test result of usefulness indicator is 85.29%, ease of
use is 86.27%, ease of learning is 80.88%, and satisfaction is
87.13%. While the percentage of usability feasibility of 34
students of class X obtained a percentage of 85.07% and
stated "very good". So the application is declared good in
terms of usability.
IV. CONCLUSION
In the current era of disruption all are demanded fast and
efficient. Many jobs will be replaced with machines, so that
jobs will be lost and replaced with new jobs. Disruption
occurs in various industry sectors, one of which in education.
Technology in education also changes and replaces old ways
to teach and learn something. The old way used in learning
the shape of the machine, for example, the teacher will have
to give an example of the form of the machine so that
students can see the parts of the machine. However, by
utilizing AR, it can be done quickly, efficiently and does not
take up space and cost, and can be used as a medium of
learning in schools, laboratories, at home anywhere and
anytime.
ACKNOWLEDGMENT
The research team would like to thank Prof. Dr. Fathur
Rokhman, M.Hum., Rector of State University of Semarang
(Unnes), Dr. Nur Qudus M.T, Dean of the Faculty of
Engineering, Dr.-Ing. Dhidik Prastiyanto, S.T., M.T.,
Chairman of the Department of Electrical Engineering, and
Staff Employees Faculty of Engineering Unnes.
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