IMPLEMENTASI AUGMENTED REALITY PADA APLIKASI PEMBELAJARAN PENGENALAN PLANET TATA SURYA

  • Raihan Anmar Widyasmoro Universitas Teknologi Yogyakarta
  • Adityo Permana Wibowo Universitas Teknologi Yogyakarta

Abstract

The lack of knowledge about solar system information for elementary school students is still a problem that cannot be overcome until now. Developing technology can make a very influential contribution to these problems, therefore this research proposes the implementation of Augmented reality (AR) technology in the context of solar system learning applications. This application is designed with features that can provide interactive and visual information in real-time. Development is carried out using the SDLC method which is a structured method for software development, in the development of the testing phase using the beta testing method with the type of Blackbox testing, with this application students can do more interesting and effective learning so that students' understanding of solar system material is increasing and students are more eager to find out the next materials because of the very interesting presentation. The positive impact when the application is implemented to students is very significant and the learning process does not feel boring for students when the learning process takes place, after being evaluated with the quiz feature student understanding increases. With the results of the tests carried out stating that in the learning system there are no features that fail when run in the sense that the system is feasible to use.

References

[1] A. Fitrah, Y. Yantoro, and S. Hayati, “Strategi Guru dalam Pembelajaran Aktif Melalui Pendekatan Saintifik dalam Mewujudkan Pembelajaran Abad 21,” J. Basicedu, vol. 6, no. 2, pp. 2943–2952, 2022, doi: 10.31004/basicedu.v6i2.2511.
[2] I. N. Azizah and D. B. Widjajanti, “Keefektifan pembelajaran berbasis proyek ditinjau dari prestasi belajar, kemampuan berpikir kritis, dan kepercayaan diri siswa,” J. Ris. Pendidik. Mat., vol. 6, no. 2, pp. 233–243, 2019, doi: 10.21831/jrpm.v6i2.15927.
[3] H. Khatimah, I. M. Kartika, and I. G. N. Santika, “Pengaruh Implementasi Pendidikan Karakter Terhadap Sikap Sosial Pada Siswa,” Widya Accarya, vol. 13, no. 2, pp. 127–132, 2022, doi: 10.46650/wa.13.2.1266.127-132.
[4] A. A. Ritonga, B. Bangun, and R. Pane, “Perancangan Program Animasi Interaktif Pengenalan Tata Surya Dengan Menggunakan Adobe Flash Professional cs6 (Studi Kasus SD Swasta Sripinang),” J. Comput. Sci. Inf. Technol. Progr. Stud. Teknol. Informasi, Fak. Sains Teknol. Univ. Labuhanbatu, vol. 1, no. 1, pp. 9–15, 2021.
[5] M. B. Priyantono and A. A. Rachmawan, “Implementasi Sistem Simulasi Penampilan Tata Surya Berbasis 3D Menggunakan Opengl,” J. Teknol. Inf., vol. 4, no. 1, pp. 91–95, 2020, doi: 10.36294/jurti.v4i1.1231.
[6] A. H. Matin and H. W. Utomo, “Perancangan Aplikasi Augmented reality Sebagai Media Pembelajaran Tata Surya Pada Sekolah Dasar Kelas 6,” J. Ris. Komputer), vol. 10, no. 3, pp. 2407–389, 2023, doi: 10.30865/jurikom.v10i3.6264.
[7] F. O. Raharjo, E. W. Winarni, and I. Koto, “Pengaruh Media Virtual Reality Berbasis STEAM Terhadap Literasi SAINS pada Pembelajaran IPA di Sekolah Dasar,” vol. 2, no. 2, pp. 295–306, 2023.
[8] L. R. Rusliyawati, A. Wantoro, and A. Nurmansyah, “Penerapan Augmented reality (Ar) Dengan Kombinasi Teknik Marker Untuk Visualisasi Model Rumah Pada Perum Pramuka Garden Residence,” J. Teknoinfo, vol. 14, no. 2, p. 95, 2020, doi: 10.33365/jti.v14i2.654.
[9] K. N. Y. Wardani, “Penerapan Augmented reality Sebagai Media Pembelajaran Tumbuhan Bunga Langka Di Lindungi (Studi Kasus: Kelas Iv Sdn 03 Sidodadi),” J. Inform. dan Rekayasa Perangkat Lunak, vol. 2, no. 4, pp. 473–490, 2021, [Online]. Available: http://jim.teknokrat.ac.id/index.php/informatika
[10] K. Nistrina, “Penerapan Augmented reality dalam Media Pembelajaran,” J. Sist. Informasi, J-SIKA, vol. 03, no. 01, pp. 1–6, 2021.
[11] Y. Suciliyana et al., “Augmented reality Sebagai Media Pendidikan School-Age,” Surya Muda, vol. 2, no. 1, pp. 39–53, 2020.
[12] R. R. Lubis, N. Fauziyah, and P. M. Rahayu, “PERENCANAAN PEMBELAJARAN DI SD TUNAS HARAPAN PATUMBAK ( STUDI TENTANG POLA IDENTIFIKASI PERILAKU DAN KARAKTERISTIK AWAL PESERTA DIDIK ),” vol. 6, no. 2, pp. 142–156, 2023, doi: 10.24014/au.v1i2.
[13] M. Pgmi, S. Ddi, D. Stai, D. D. I. Maros, D. Stai, and D. D. I. Maros, “DAMPAK PENGGUNAAN GADGET TERHADAP PERILAKU BELAJAR PESERTA DIDIK DI KELAS VI MI BABUL JANNAH,” vol. 1, no. 02, 2023.
[14] T. Abdulghani and B. P. Sati, “Pengenalan Rumah Adat Indonesia Menggunakan Teknologi Augmented reality Dengan Metode Marker Based Tracking Sebagai Media Pembelajaran,” Media J. Inform., vol. 11, no. 1, p. 43, 2020, doi: 10.35194/mji.v11i1.770.
[15] Z. Makhasin and W. S. Utami, “Pemanfaatan Teknologi Augmented reality dalam Pembelajaran Tata Surya Berbasis Android,” vol. 5, pp. 301–313, 2023.
[16] Hariyono, “Penggunaan Teknologi Augmented reality dalam Pembelajaran Ekonomi : Inovasi untuk Meningkatkan Keterlibatan dan Pemahaman Siswa,” vol. 6, no. November, pp. 9040–9050, 2023.
[17] I. Aripin and Y. Suryaningsih, “Pengembangan Media Pembelajaran Biologi Menggunakan Teknologi Augmented reality (AR) Berbasis Android pada Konsep Sistem Saraf Development of Biology Learning Media Using Augmented reality (AR) Technology Based Android in the Concept of Nervous Systems,” J. Sainsmat, vol. VIII, no. 2, pp. 47–57, 2019, [Online]. Available: http://ojs.unm.ac.id/index.php/sainsmat
[18] A. Harahap, A. Sucipto, and J. Jupriyadi, “Pemanfaatan Augmented reality (Ar) Pada Media Pembelajaran Pengenalan Komponen Elektronika Berbasis Android,” J. Ilm. Infrastruktur Teknol. Inf., vol. 1, no. 1, pp. 20–25, 2020, doi: 10.33365/jiiti.v1i1.266.
[19] H. K. Rahmatullah, “Indonesian Journal of Applied Science and Technology,” vol. 2, no. 4, pp. 135–144, 2021.
[20] A. J. Pratama, D. Irfan, and H. Effendi, “Studi Literature Penggunaan Media Pembelajaran Menggunakan Teknologi Augmented reality Pada Sekolah Kejuruan,” Jav. J. Vokasi Inform., pp. 47–55, 2023, doi: 10.24036/javit.v3i1.135.
[21] F. Ramadhani and T. Widodo, “Development of a Geographic Information System Using Location-Based Services to Monitor the Progressing Batik Industry,” vol. 12, no. 10, pp. 126–135, 2023, doi: 10.17148/IJARCCE.2023.121017.
[22] N. H. Rahmat et al., “RANCANG BANGUN SISTEM PEMESANAN ONLINE BERBASIS WEBSITE DALAM UPAYA PERENCANAAN STRATEGI PENJUALAN DI MORA BAKERY,” vol. 7, no. 3, 2023.
[23] R. Fitriana and M. Bakri, “Perancangan Arsitektur Sistem Informasi Akademik Menggunakan the Open Group Arsitekture Framework (Togaf),” J. Tekno Kompak, vol. 13, no. 1, p. 24, 2019, doi: 10.33365/jtk.v13i1.263.
[24] M. Bakri, “Cloud Computation Technology Architecture for Regional Health Service Information Systems,” J. Komput. dan Inform., vol. 15, no. 1, pp. 201–208, 2020.
[25] M. Hazimah and M. Rizki, “Perancangan Sistem Informasi Administrasi Rawat Jalan Pada Klinik Insan Permata Berbasis Web,” ADI Bisnis Digit. Interdisiplin J., vol. 1, no. 2 Desember, pp. 71–80, 2020, doi: 10.34306/abdi.v1i2.220.
[26] F. Hafizh and M. B. Satria Junianto, “Analisa Dan Perancangan Sistem Informasi PerhitunganRencana Anggaran Biaya (RAB) Pekerjaan Eksterior PembesianDengan Metode Agile Berbasis Android,” J. Inform. Multi, vol. 1(1), no. 1, pp. 48–54, 2023.
[27] A. R. Isnain, D. A. Prasticha, and I. Yasin, “Rancang Bangun Sistem Informasi Pembayaran Biaya Pendidikan (Studi Kasus : Smk Pangudi Luhur Lampung Tengah),” J. Ilm. Sist. Inf. Akunt., vol. 2, no. 1, pp. 28–36, 2022, doi: 10.33365/jimasia.v2i1.1876.
[28] P. U. Pramesti, “Desain bifunctional shelter : sebuah desain prototipe bangunan dwifungsi era pandemi,” J. Proy. Tek. Sipil, vol. 5, no. 2, pp. 40–49, 2022, doi: 10.14710/potensi.2022.16611.
[29] F. T. Pamungkas, “Perancangan UI / UX Aplikasi Variety off Food Layanan Penjualan Makanan Secara Online Menggunakan Aplikasi Figma,” J. Pendidik. Indones., vol. 6, no. 1, pp. 165–183, 2023.
[30] Y. Aprilinda, R. Y. Endra, F. N. Afandi, F. Ariani, A. Cucus, and D. S. Lusi, “Implementasi Augmented reality untuk Media Pembelajaran Biologi di Sekolah Menengah Pertama,” Explor. Sist. Inf. dan Telemat., vol. 11, no. 2, p. 124, 2020, doi: 10.36448/jsit.v11i2.1591.
[31] M. Badri, A. Ikhwan, and R. A. Putri, “Implementasi Augmented reality Pada Media Pengenalan Prodi Sistem Informasi Fst Uinsu Medan,” Rabit J. Teknol. dan Sist. Inf. Univrab, vol. 7, no. 2, pp. 109–121, 2022, doi: 10.36341/rabit.v7i2.2412.
[32] W. Galindra Wardhana, I. Arwani, and B. Rahayudi, “Implementasi Teknologi Restful Web Service Dalam Pengembangan Sistem Informasi Perekaman Prestasi Mahasiswa Berbasis Website (Studi Kasus: Fakultas Teknologi Pertanian Universitas Brawijaya),” J. Pengemb. Teknol. Inf. Dan Ilmu Komput., vol. 4, no. 2, pp. 680–689, 2020, [Online]. Available: http://j-ptiik.ub.ac.id
[33] A. Arfan and Hendrik, “Penerapan STLC dalam Pengujian Automation Aplikasi Mobile (Studi kasus: LMS Amikom Center PT.GIT Solution),” Autom. UII, vol. 3, no. 2, 2022, [Online]. Available: https://journal.uii.ac.id/AUTOMATA/article/view/24127/14011
Published
2023-12-29
How to Cite
WIDYASMORO, Raihan Anmar; WIBOWO, Adityo Permana. IMPLEMENTASI AUGMENTED REALITY PADA APLIKASI PEMBELAJARAN PENGENALAN PLANET TATA SURYA. Jurnal Tekinkom (Teknik Informasi dan Komputer), [S.l.], v. 6, n. 2, p. 744-753, dec. 2023. ISSN 2621-3079. Available at: <https://jurnal.murnisadar.ac.id/index.php/Tekinkom/article/view/1051>. Date accessed: 05 mar. 2024. doi: https://doi.org/10.37600/tekinkom.v6i2.1051.
Section
Articles