

<?xml version="1.0" encoding="UTF-8" ?>
<modsCollection xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://www.loc.gov/mods/v3" xmlns:slims="http://slims.web.id" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd">
<mods version="3.3" id="-94121">
 <titleInfo>
  <title>The effect of augmented reality application (ARSINAPS) on learning motivation and outcomes in biology</title>
 </titleInfo>
 <name type="Personal Name" authority="">
  <namePart>Daniar Setyo Rini...[et al.]</namePart>
  <role>
   <roleTerm type="text">Primary Author</roleTerm>
  </role>
 </name>
 <typeOfResource manuscript="no" collection="yes">mixed material</typeOfResource>
 <genre authority="marcgt">bibliography</genre>
 <originInfo>
  <place>
   <placeTerm type="text"></placeTerm>
  </place>
  <publisher>Serial Biosfer: Jurnal Pendidikan Biologi UNJ</publisher>
  <dateIssued></dateIssued>
 </originInfo>
 <language>
  <languageTerm type="code">ind</languageTerm>
  <languageTerm type="text">Indonesia</languageTerm>
 </language>
 <physicalDescription>
  <form authority="gmd">Index Artikel</form>
  <extent>Sumber artikel:Jurnal. Halaman: 196-203</extent>
 </physicalDescription>
 <note>Abstract  This study aims to determine the effectiveness of using the ARSINAPS mobile augmented reality application on learning motivation and outcomes in high school and biology education students. The method used in this study was quasi-experimental with a post-test control group design. The research sample consisted of two experimental classes and two control classes from three schools in the Jakarta  Bekasi  and Tangerang areas  totalling 140 students  and from the college level  consisting of one experimental class and one control class  totalling 68 students. The data obtained were in the form of learning outcomes in the respiratory system and learning motivation scores in biology learning. The average high school-level motivation score in the control class was 85.99  and the overall average for learning outcomes was 77.33 and 63.05. Based on the results of the data calculations  the application effectively improves students rsquo  learning outcomes at the high school and undergraduate levels       </note>
 <subject authority="">
  <topic>1. BIOLOGI - MEDIA PEMBELAJARAN AUGMENTED REALITY</topic>
 </subject>
 <classification>570 BIO</classification>
 <identifier type="isbn"></identifier>
 <location>
  <physicalLocation>UPT Perpustakaan UM Koleksi Bahan Pustaka Perpustakaan UM</physicalLocation>
  <shelfLocator>2</shelfLocator>
 </location>
 <slims:digitals>
  <slims:digital_item id="" url="" path="/" mimetype=""></slims:digital_item>
 </slims:digitals>
 <recordInfo>
  <recordIdentifier>-94121</recordIdentifier>
  <recordCreationDate encoding="w3cdtf">2024-10-21 00:00:00</recordCreationDate>
  <recordChangeDate encoding="w3cdtf">2024-10-21 00:00:00</recordChangeDate>
  <recordOrigin>machine generated</recordOrigin>
 </recordInfo>
</mods>
</modsCollection>