Developing Magic Book Math Media Based on Augmented Reality: Expert Validity Analysis

The current condition of high school mathematics textbooks has not been followed technological developments yet, one of the indicators is the use of Augmented Reality is not implemented in learning yet. This study aims at developing a valid magic book math media based on augmented reality. The development was conducted using the ADDIE development model which consists of 5 stages namely Analysis, Design, Development, Implementation and Evaluation. In this study, the development conducted only reached the Development stage. Through the Analysis and Design stage, draft I was obtained. Then, in the development stage, it was validated by experts using the material and media expert validation sheets, so the suggestions were obtained to revise draft I to draft II (a validated learning tool). In the development process, the product was validated by experts, with a value for material experts at 89.71% included in the very good category while for media experts at 92.31% in the very good category. Based on the results of the experts' validation, the magic book math media based on augmented reality is a valid product and is suitable for use.


INTRODUCTION
Today, In the education world, there are many textbooks circulating in the market, but not in accordance with the demands of the times, for example is a textbook in high school mathematics learning, so far the textbooks available are only in the printed version and have not been associated with the application of renewable technology, from this reality makes teachers must be able to package and make textbooks that are interesting for students. High school schools in Semarang city and its surroundings, both public and private, have not been able to provide augmented reality based textbooks that are able to display 3D objects on every page of the textbook, therefore it is necessary to make an augmented reality based high school mathematics textbook that is able to improve students' ability to understand material mathematics in measurable terms. Based on interviews with several high school mathematics teachers in Semarang city both public and private produced the fact that nearly 100% of high school schools in Semarang city still use mathematics textbooks that have not been touched by renewable technologies such as augmented reality, virtual reality, other mathematical software applications, this becomes significant findings for the development of textbooks that are able to accommodate these problems. According to observations made by researchers at State Senior High School 1 Semarang, the mathematics learning process is less active and less interesting, this is due to the absence of instructional media used by teachers so that students become bored quickly. Teaching and learning interactions in the classroom are inseparable from the influence of the media used by the teacher in delivering teaching material. The fastest growing now is a smartphone/smartphone. The existence of technology, especially smartphones that are now increasingly developed must be addressed wisely. The phenomenon of the high number of smartphone users is certainly a challenge and opportunity in the education world. The challenge is the abuse of negative things. Besides being a challenge, the existence of smartphones also brings great opportunities to develop technologies that are useful in the education field. One of the benefits that can be taken from the existence of this technology is to use it as an effective, creative and educative learning media. So the educational application media can continue to be developed, one of which is the technology of Augmented Reality (AR). According to the explanation of Haller, Billing hurst, and Thomas (2007), Augmented Reality research aims to develop technologies that allow real-time integration of digital content created by computers with the real world. Augmented Reality allows users to see two-dimensional or three-dimensional virtual objects projected in the real world. This AR technology can insert certain information into the virtual world and display it in the real world with the help of equipment such as webcams, computers, Android phones, and special glasses. Users in the real world cannot see virtual objects with the naked eye, to identify the object needed by intermediaries in the form of computers and cameras that will later insert virtual objects into the real world. Based on this background, researchers will develop an android-based learning media using Augmented Reality (AR). This development is carried out in a study entitled "Development of Augmented Reality Based Magic Book Math Media Reviewed from Its Validity."

Android Smartphone
In following the latest learning, students are expected to use their smartphones for learning, one of which is Android. Android is an operating system for Linux-based mobile devices that includes an operating system, middleware and applications (Murtiyawati and Glenn, 2013: 2). [11] in the journal Android Operating System: A Review says "Android is a software platform and operating system for mobile devices, based on the Linux kernel, and developed by Google and later the Open Handset Alliance (OHA) ". According to [8], OHA includes a consortium of 34 hardware, software and telecommunications companies including Google, HTC, Intel, Motorola, Qualcomm, T-Mobile and Nvidia. Android in learning becomes an operating system for the first Linux-based mobile devices that provides an OPENSOURCE (open) platform. This makes it easy for developers to create their applications. Many applications can be made for Android, one of which can be used as a learning medium. Therefore, researchers want to utilize Android as effective learning media. According to Zuliana & Irwan P (2013: 2), the strengths of Android are 1) Complete (complete platform), developers can take a comprehensive approach when developing the Android platform. Android is a safe operating system and provides many tools for building software and making opportunities for application developers. Platform, Android is a free platform for developers. There are no fees for paying licenses or royalty fees. Android software as a complete, open, free platform and other information can be downloaded for free by visiting the website http://developer.android.com. 4) The popular operating system, Android phones are certainly different from the iPhone Operating System (IOS) which is limited to gadgets from Apple, so Android has many manufacturers, with their mainstay gadgets at quite affordable prices. While Android Weaknesses are 1) Android is always connected to the internet. This Android system smartphone requires an active internet connection. 2) The number of advertisements displayed above or below the application. Although there is no effect on the application being used, this ad is very annoying. 3) Does not save battery power. The application of Augmented Reality technology is now quite extensive, including in the field of education. Billinghurst (2002) argues that the use of augmented reality technology in the world of education is still being developed until now because it is not like computing technology in general. The augmented reality interface can integrate users, virtual objects and real environments and in its application to the school environment, there needs to be a collaboration between teachers or tutors and researchers in the field to know the compatibility of the application of augmented reality media with the curriculum in the school.

Magic Book Math Media
Magic book math is a textbook specifically for high school students that is based on Augmented Reality, which is able to display the augmented reality that is interesting to students. This opinion is in line with the conclusion of Kaufman (2000) that as advances in the development of pedagogical concepts, applications, technology and hardware cost reduction, the use of small-scale augmented reality technology for educational institutions has become very possible in this decade (assuming a careful level of sustainable development ). However, the potential of this technology requires careful attention so that it can truly be utilized to improve educational success. [2] also revealed the reasons for the use of augmented reality technology in the world of education, namely: (1) supporting interaction between real and virtual environments, (2) the use of interfaces that seem real for object manipulation, (3) learning outcomes for smooth transition between environments real and virtual objects.

Previous Relevant Research Results
The relevant studies related to the research that researchers will conduct are:

METHOD
This research method was research and development. It is a research method used to produce certain products, and test the effectiveness of these products (Sugiyono, 2010: 407

Analysis
The analysis step consists of two stages, namely performance analysis and needs analysis. The first stage, performance analysis is carried out to find out and clarify whether the performance problems encountered require a solution in the form of program implementation or management improvement. In the second stage, needs analysis is a step that is needed to determine the abilities or competencies that need to be learned by students to improve learning achievement (Personal, 2010: 128).

Design
This step requires clarification of the learning program that is designed so that the program can achieve the learning objectives as expected (Private, 2010: 130). In product design, what is done is the next stage of the ADDIE model, namely design. In this step, there is a need for clarification of the learning program that is designed so that the program can achieve the learning objectives as expected (Personal, 2010: 130).

Development
This development step includes creating, buying, and modifying learning media to achieve predetermined learning goals. The step of development, in other words, includes the activity of selecting and determining methods, media and learning strategies that are suitable for use in conveying Personal material (2010: 132). In this development stage, the framework that has been designed will be realized to produce a product that can be implemented. At the stage of developing Android-based learning media will be made in accordance with the material after the Android-based media is completed it will be validated by media experts and material experts by the validator to get input and evaluate according to the input provided by the validator. Furthermore, the Android-based media is revised according to the input provided by the validator to improve the product.

RESULT AND DISCUSSION
Based on the learning system design procedures used the ADDIE development model, the stages of research implementation for the first year that have been implemented will be explained in detail as follows.

Analysis
The analysis step consists of two stages, namely performance analysis and needs analysis. At this stage, interviews were conducted with several high school mathematics teachers in Semarang City. From the results of the interviews produced the fact that nearly 100% of senior high schools in Semarang City still use mathematics textbooks that have not been touched by renewable technologies yet such as augmented reality, virtual reality, other mathematical software applications. For this reason, it is necessary to develop textbooks that are able to accommodate these problems. Based on observations made by researchers at State Senior High School 1 Semarang, the mathematics learning process was less active and less attractive, this was due to the absence of instructional media used by teachers so that students become bored quickly. Teaching and learning interactions in the classroom were inseparable from the influence of the media used by the teacher in delivering teaching material. The existence of technology, especially smartphones that are now increasingly developed must be addressed wisely. One of the benefits that can be taken from the existence of this technology is to use it as an effective, creative and educative learning media. So the educational application media can continue to be developed, one of which is the technology of Augmented Reality (AR).

Design
At this stage, the researcher designed the product to be developed based on the results of the analysis that has been done. From this research, an android-based learning media was produced using Augmented Reality called the Magic Book Math based on augmented reality. The material in this media was class X mathematical material consisting of Equations

Development
At the stage of developing android-based learning media using Augmented Reality (AR) would be made in accordance with the material, after the android-based media using Augmented Reality (AR) was completed, it would be validated by media experts and material experts by the validator to get input and evaluate according to the input provided by the validator. The results of the validation will be described below.

Material Validation
Validation by the material expert is done so that the media that will be tested is truly feasible to be used in research. Development products evaluated by Dr. Aryo Andri Nugroho, M.Pd. (Lecturer of Mathematics at Universitas PGRI Semarang) namely Magic Book Math based on Augmented Reality (AR) using a questionnaire that must be filled out by material experts.

Table 1 Result of Material Validation
The results of the validation and assessment of the learning material experts for each aspect are presented in the following table.
The next stage the researcher analyzes the overall results of the assessment by material experts.  Comments on expert learning materials (validation of expert judgment of materials) in general, namely the material presented is more adapted to everyday life. Comments and suggestions from learning material experts are taken into consideration for improving the design of Augmented Reality (AR) based Magic Book Math media, following up on comments and suggestions from the validator of learning material experts, it is necessary to make revisions to Augmented Reality based Magic Book Math media ). The revision made is by giving contextual problems that are in accordance with students' daily lives.

Media Validation
Validation by media experts is done so that the media that will be tested is really feasible to be used in research. Development products evaluated by media experts Ika Menarianti, S.Kom, M.Kom. (Lecturer of Information Technology at Universitas PGRI Semarang), which is an Augmented Reality (AR) based Magic Book Math using a questionnaire that must be filled out by media experts. The results of the validation and assessment by media experts for each aspect are presented in the following

Figure 3 Result of Media Validation
Media expert comments (validation of media expert judgment) in general, namely the Augmented Reality (AR) based Magic Book Math can be used in high school mathematics learning and the Augmented Reality (AR) based Magic Book Math media is an interesting product, hopefully, this media can be applied in play store so students can easily download it. Comments and suggestions from media experts are taken into consideration for improving the design of the Magic Book Math media based on Augmented Reality (AR), following up on the comments and suggestions from the validator of media experts, it is necessary to make revisions to the Augmented Reality (AR) based Magic Book Math media. The revision is to manage Android users by registering students who have an Android so that all students can learn to use Android and try this media to be applied later in the Play Store.

CONCLUSION
The conclusions of this study are (1) Produced android-based learning media products using Augmented Reality (AR) called Magic Book Math based on augmented reality in which discussing high school grade X mathematics material, (2) Development of Augmented Reality Based Magic Book Math Media is valid and suitable for use by students. This can be seen from the assessment of material experts, media experts, and student responses where the results are in very good criteria.