Abstract

Background: Learning in the fields of pharmacology and specialists requires experience or imagination in the material being studied. It has its own difficulties, especially understanding the introduction of diabetes mellitus treatment. Augmented Reality (AR) technology is one alternative to traditional teaching methods to show strong potential in improving the quality of learning. Objective: To design applications and provide information for using Android-based mobile AR technology as an interactive learning module about diabetes mellitus drug information. Methods: The application of AR in this study uses a marker-based method and a monitor-based system. The research design is to evaluate the function test and informational knowledge of Diabetes Mellitus of quasi-experimental. There were 60 pharmacy students who filled out a questionnaire on the use and knowledge of the DMAR (Diabetes Mellitus Augmented Reality) tool. Result: The application system was tested and found to work effectively. The results of the assessment of the response of DMAR media users on the aspect of usefulness with an average score of 4.35 (87.0%); Media design 4.23 (84.7%); ease of learning 4.40 (88.0%) and satisfaction 4.45 (89.0%). AR technology is able to support student learning on the chosen topic of 76.2% and showing effective way to improve student learning with p-value < 0.001. Conclusion: AR technology is an effective way to improve student learning about diabetes mellitus drug information. Instructional information can be presented in various attractive formats, and it is easier for pharmacy students to study independently anywhere and anytime (before, during, and after lectures) thereby improving performance and learning outcomes.

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