Developing an Augmented Reality-based Learning Tool for Gedi Plant Cultivation
DOI:
https://doi.org/10.13052/jmm1550-4646.2122Keywords:
Gedi, Gedi cultivation, learning, Augmented Reality Development Method, augmented reality (AR), multimedia learningAbstract
Gedi (Abelmoschus manihot) plants have considerable economic potential, but their successful cultivation is strongly influenced by environmental and educational factors. This paper summarizes research identifying the most effective educational media and multimedia for learning about Gedi plant cultivation. To overcome the limitations of existing AR-based educational tools and introduce innovative solutions, this research designs new tools that integrate the strengths of current platforms while addressing their shortcomings. The goal is to develop an AR-based learning prototype that is easy to install and user-friendly. The study focuses on developing an augmented reality (AR) application using the augmented reality development method. This process includes data collection from relevant literature, design and development of the application, and practical experiments in farming environments with farmers, agricultural practitioners, and educators. A mixed-method approach was employed, with the collected data analyzed both quantitatively and qualitatively to evaluate the effectiveness of the proposed AR application in learning. The findings are expected to contribute to curriculum development and improve teaching methods for educating farmers, agricultural practitioners, and Gedi cultivation managers. The research demonstrates that the AR application is highly feasible for development and implementation.
Downloads
References
E. Indrawati and L. E. Setijorini, “Prospects of Gedi Plant (Abelmoschus manihot L.) as a Functional Food and Herbal Medicine,” E3S Web Conf., vol. 483, 2024, doi: https://doi.org/10.1051/e3sconf/202448302004.
K. Athmouni, T. Belghith, A. El Fek, and H. Ayadi, “Phytochemical composition and antioxidant activity of extracts of some medicinal plants in Tunisia,” Int. J. Pharmacol. Toxicol., vol. 4, no. 2, p. 159, 2016, doi: https://doi.org/10.14419/ijpt.v4i2.6477.
R. F. Aldya, R. F. Arifendi, Y. Pantiwati, and L. Chamisijatin, “Utilization of Various Type of Learning Media to Engage Students’ Learning Interest in Education Department,” vol. 7, no. 2, pp. 127–135, 2024.
M. Munoto, M. S. Sumbawati, and S. F. M. Sari, “The Use of Mobile Technology in Learning With Online and Offline Systems,” Int. J. Inf. Commun. Technol. Educ., vol. 17, no. 2, pp. 54–67, 2020, doi: https://doi.org/10.4018/ijicte.2021040104.
LSU, “How Virtual Reality Is Changing Education,” LSU Online & Continuing Education, 2020. https://online.lsu.edu/newsroom/articles/how-virtual-reality-changing-education/ (accessed May 05, 2022).
H. P. Rini and D. K. Sawitri, “Effectiveness of Online Learning: The Learning Methods and Media,” Ilomata Int. J. Soc. Sci., vol. 3, no. 1, pp. 330–339, 2022, doi: https://doi.org/10.52728/ijss.v3i1.389.
L. Tuhuteru, D. Misnawati, A. Aslan, Z. Taufiqoh, and I. Imelda, “The Effectiveness of Multimedia-Based Learning To Accelerate Learning After The Pandemic At The Basic Education Level,” Tafkir Interdiscip. J. Islam. Educ., vol. 4, no. 1, pp. 128–141, 2023, doi: https://doi.org/10.31538/tijie.v4i1.311.
V. S. Zirawaga, A. I. Olusanya, and T. Maduku, “Gaming in Education: Using Games as a Support Tool to Teach History,” J. Educ. Pract., vol. 8, no. 15, pp. 55–64, 2017, [Online]. Available: https://files.eric.ed.gov/fulltext/EJ1143830.pdf.
K. Wang, “Research and Application of VR in Training and Learning,” Highlights Sci. Eng. Technol., vol. 85, pp. 1306–1313, 2024, doi: https://doi.org/10.54097/anhqyy16.
J. D. Dayag, “Virtual Learning Environment?: Enriching 21 st Century Academic Landscape Abstract?:,” vol. 2, no. January, 2024, doi: 10.59324/ejtas.2024.2(1).19.
A.-G. Agape, D. Stoenciu, and C.-C. Chircu, “Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR), A Necessity of The Modern Diving Technology,” L. Forces Acad. Rev., vol. 29, no. 2, pp. 179–184, 2024, doi: https://doi.org/10.2478/raft-2024-0019.
N. Sala, “Virtual Reality, Augmented Reality, and Mixed Reality in Education,” no. January 2021, pp. 48–73, 2020, doi: 10.4018/978-1-7998-4960-5.ch003.
J. M. Spector and H. Kim, “Emerging Technologies in Education: A Review,” J. Educ. Technol. Soc., vol. 22, no. 1, pp. 56–68, 2019, doi: https://doi.org/10.13140/RG.2.2.32845.45285.
B. Karthik, B. Chandrasekhar, D. David, and D. Kumar, “Identification of Instructional Design Strategies for an Effective E- Identification of Instructional Design Strategies for an Effective Elearning Experience learning Experience,” 2019. doi: https://doi.org/10.46743/2160-3715/2019.3870.
J. Bacca, S. Baldiris, R. Fabregat, and S. Graf, “Augmented Reality Trends in Education: A Systematic Review of Research and Applications,” Educ. Technol. Soc., vol. 17, no. 4, 2014.
Y. B. Shapovalov, Z. I. Bilyk, A. I. Atamas, V. B. Shapovalov, and A. D. Uchitel, “The potential of using google expeditions and google lens tools under STEM-education in Ukraine,” CEUR Workshop Proc., vol. 2257, no. August, pp. 66–74, 2018, doi: https://doi.org/10.31812/pedag.v51i0.3659.
S. Park, S. Bokijonov, and Y. Choi, “Review of microsoft hololens applications over the past five years,” Appl. Sci., vol. 11, no. 16, 2021, doi: https://doi.org/10.3390/app11167259.
K. Shoylekova, D. Atanasova, and R. Rusev, “Application of zSpace Technology in the Disciplines of the STEM Cycle APPLICATION OF ZSPACE TECHNOLOGY,” Strateg. Policy Sci. Educ., no. October, 2024, doi: https://doi.org/10.53656/str2024-5s-16-app.
J. Polcar, M. Gregor, P. Horejsi, and P. Kopecek, “Methodology for designing virtual reality applications,” Ann. DAAAM Proc. Int. DAAAM Symp., vol. 2015-Janua, no. January, pp. 768–774, 2015, doi: https://doi.org/10.2507/26th.daaam.proceedings.107.
A. Dembe, “The Integration of Virtual Reality (VR) and Augmented Reality (AR) in Classroom Settings,” no. May, 2024, [Online]. Available: https://rijournals.com/engineering-and-physical-sciences/.
D. Byrne, “A worked example of Braun and Clarke’s approach to reflexive thematic analysis,” Qual. Quant., no. 0123456789, 2021, doi: https://doi.org/10.1007/s11135-021-01182-y.
A. O. Abari and I. A. Akinyemi, Fundamentals of Educational Research (A Pragmatic Approach), no. May. HIS LINEAGE PUBLISHING HOUSE, 2023.
J. Glover, Unity 2018 Augmented Reality Projects, vol. 66. Packt Publishing, 2018.
Vuforia Engine Development Portal, “Vuforia Engine,” Vuforia Engine Development Portal, 2020. https://developer.vuforia.com/.
Assemblr, “When your creative rush strikes, you may want to express it fast and easily. With Assemblr Studio Web, you can create your dream creations.,” Assemblr, 2021. https://www.assemblrworld.com/ (accessed Jan. 12, 2022).
N. I. M. Enzai, N. Ahmad, M. A. H. A. Ghani, S. S. Rais, and S. Mohamed, “Development of Augmented Reality (AR) for Innovative Teaching and Learning in Engineering Education,” Asian J. Univ. Educ., vol. 16, no. 4, pp. 99–108, 2020, doi: https://doi.org/10.24191/ajue.v16i4.11954.
N. M. Alzahrani, “Augmented reality: A systematic review of its benefits and challenges in e-learning contexts,” Appl. Sci., vol. 10, no. 16, 2020, doi: https://doi.org/10.3390/app10165660.



