MEDIA PEMBELAJARAN PENGENALAN HEWAN PURBA BERBASIS AUGMENTED REALITY

  • Adil Sayidil Waro Universitas Teknologi Yogyakarta
  • Ikrimach Ikrimach Universitas Teknologi Yogyakarta

Abstract

Learning media that are often used using printed media such as books or magazines can make the images in them increasingly unclear. By utilizing augmented reality technology, researchers created learning media so that students can find out the origins and forms of ancient animals that can be seen in the images. details by combining the virtual world with the real world and it is hoped that it will make it easier for students to learn and recognize types of ancient animals. This augmented reality-based learning media application for recognizing ancient animals was built using Unity 3D and Vuforia tools. And the augmented reality-based animal learning recognition media application was tested using Blackbox with the results passing the system functional test.

References

[1] C. Udeozor, P. Chan, F. Russo Abegão, dan J. Glassey, “Game-based assessment framework for virtual reality, augmented reality and digital game-based learning,” Int. J. Educ. Technol. High. Educ., vol. 20, no. 1, 2023, doi: 10.1186/s41239-023-00405-6.
[2] M. H. Stenalt dan H. Mathiasen, “Towards teaching-sensitive technology: a hermeneutic analysis of higher education teaching,” Int. J. Educ. Technol. High. Educ., vol. 21, no. 1, 2024, doi: 10.1186/s41239-024-00449-2.
[3] N. Saurina, “Pengembangan Media Pembelajaran Untuk Anak Usia Dini Menggunakan Augmented Reality,” J. IPTEK, vol. 20, no. 1, hal. 95, 2016, doi: 10.31284/j.iptek.2016.v20i1.27.
[4] F. A. Müller dan T. Wulf, “Technology-supported management education: a systematic review of antecedents of learning effectiveness,” Int. J. Educ. Technol. High. Educ., vol. 17, no. 1, 2020, doi: 10.1186/s41239-020-00226-x.
[5] Y. Koumpouros, “Revealing the true potential and prospects of augmented reality in education,” Smart Learn. Environ., vol. 11, no. 1, 2024, doi: 10.1186/s40561-023-00288-0.
[6] T. Rasa dan A. Laherto, “Young people’s technological images of the future: implications for science and technology education,” Eur. J. Futur. Res., vol. 10, no. 1, 2022, doi: 10.1186/s40309-022-00190-x.
[7] S. Sungkono, V. Apiati, dan S. Santika, “Media Pembelajaran Berbasis Teknologi Augmented Reality,” Mosharafa J. Pendidik. Mat., vol. 11, no. 3, hal. 459–470, 2022, doi: 10.31980/mosharafa.v11i3.1534.
[8] N. Tuli, G. Singh, A. Mantri, dan S. Sharma, “Augmented reality learning environment to aid engineering students in performing practical laboratory experiments in electronics engineering,” Smart Learn. Environ., vol. 9, no. 1, 2022, doi: 10.1186/s40561-022-00207-9.
[9] J. A. N. Ansari dan N. A. Khan, “Exploring the role of social media in collaborative learning the new domain of learning [Explorando el papel de las redes sociales en el aprendizaje colaborativo el nuevo dominio del aprendizaje],” Smart Learn. Environ., vol. 7, no. 1, hal. 1–16, 2020, [Daring]. Tersedia pada: https://n9.cl/nju00
[10] U. H. Salsabila dan N. Agustian, “DALAM PEMBELAJARAN,” vol. 3, hal. 123–133, 2021.
[11] A. Pangestu, E. Susanti, dan W. Setyaningrum, “PEMANFAATAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY ( AR ) PADA,” vol. 375, 2016.
[12] D. Perkembangan, T. Pendidikan, dan D. I. Indonesia, “Prosiding seminar nasional pendidikan program pascasarjana universitas pgri palembang 03 mei 2019,” hal. 18–25, 2019.
[13] M. T. Hidayatullah, M. Asbari, M. Iqbal, dan I. Ahmad, “Urgensi Aplikasi Teknologi dalam Pendidikan di Indonesia,” vol. 02, no. 06, hal. 70–73, 2023.
[14] M. R. Zuliansyah, “PENERAPAN AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN HEWAN LANGKA DI LINDUNGI DI INDONESIA,” vol. 2, no. 1, hal. 1–14, 2021.
[15] D. I. Indonesia dan D. A. N. Solusi, “No Title,” vol. 13, hal. 1–13, 2022.
[16] C. Atikah, I. Rusdiyani, R. Ridela, T. Pendidikan Universitas Sultan Ageng Tirtayasa, dan C. Author, “Pengembangan Media Pembelajaran Berbasis Augmented Reality Pada Tema Binatang Purba Untuk Mengembangkan Kemampuan Kognitif Anak Usia Dini Kelompok B (5-6) Tahun,” J. Edukasi AUD), vol. 9, no. 2, hal. 89–101, 2023, doi: 10.18592/jea.v9i2.9326.
[17] M. N. Faiza, M. T. Yani, dan A. Suprijono, “Efektivitas Penggunaan Media Pembelajaran IPS Berbasis Augmented Reality untuk Meningkatkan Kompetensi Pengetahuan Siswa,” J. Basicedu, vol. 6, no. 5, hal. 8686–8694, 2022, doi: 10.31004/basicedu.v6i5.3901.
[18] H. Hermawan, R. Waluyo, dan M. Ichsan, “Pengembangan Media Pembelajaran Mesin Menggunakan Teknologi Augmented Reality,” J. Innov. Inf. Technol. Appl., vol. 1, no. 01, hal. 1–7, 2019, doi: 10.35970/jinita.v1i01.88.
[19] D. Jamilah dan M. Santoso, “Aplikasi Media Pembelajaran Game Hewan,” vol. 3, no. Septmber, hal. 302–325, 2023.
[20] I. M. P. P. Wijaya, “Aplikasi Augmented Reality Pengenalan Hewan Berbasis Android Menggunakan Library Vuforia,” J. Sist. Inf. dan Inform., vol. 5, no. 2, hal. 173–181, 2022, doi: 10.47080/simika.v5i2.2220.
[21] R. N. Adriansyah, F. Prasetyanto, dan ..., “Pengenalan Hewan Purba Berbasis Augmented Reality,” eProceedings …, vol. 9, no. 1, hal. 514–518, 2023, [Daring]. Tersedia pada: https://openlibrarypublications.telkomuniversity.ac.id/index.php/appliedscience/article/view/19545%0Ahttps://openlibrarypublications.telkomuniversity.ac.id/index.php/appliedscience/article/view/19545/18922
[22] Nuriana N, “Pengenalan Hewan Menggunakan Augmented Reality Sebagai Media Pembelajaran ,” J. TIKA, no. 0644, hal. 28–33, 2016.
[23] A. H. Yusup, A. Azizah, E. S. Rejeki, M. Silviani, E. Mujahidin, dan R. Hartono, “Literature Review: Peran Media Pembelajaran Berbasis Augmented Reality Dalam Media Sosial,” Jurnal Pendiidkan Indonesia: Teori, Penelitian dan Inovasi, vol. 3, no. 5. hal. 1–13, 2023.
[24] J. Irfansyah dan L. Anifah, “Media Pembelajaran Pengenalan Hewan untuk Siswa Sekolah Dasar Menggunakan Augmented Reality Berbasis Android,” J. Eng. Technol. Appl. Sci., vol. 4, no. 2, hal. 86–96, 2022, doi: 10.36079/lamintang.jetas-0402.384.
[25] M. E. Apriyani et al., “Rancangan Media Pembelajaran Hewan Purbakala Menggunakan Augmented Reality,” J. Buana Inform., vol. 1, no. 1, hal. 204–208, 2021, doi: 10.53682/edutik.v1i4.2212.
Published
2024-06-30
How to Cite
WARO, Adil Sayidil; IKRIMACH, Ikrimach. MEDIA PEMBELAJARAN PENGENALAN HEWAN PURBA BERBASIS AUGMENTED REALITY. Jurnal Tekinkom (Teknik Informasi dan Komputer), [S.l.], v. 7, n. 1, p. 181-192, june 2024. ISSN 2621-3079. Available at: <https://jurnal.murnisadar.ac.id/index.php/Tekinkom/article/view/1281>. Date accessed: 21 july 2024. doi: https://doi.org/10.37600/tekinkom.v7i1.1281.
Section
Articles