Aplikasi Augmented Reality Pengenalan Hewan Berdasarkan Jenis Pangan Berbasis Android
Main Article Content
Abstract
Article Summary
Augmented Reality applications have become one of the technologies that has developed rapidly in the last few decades. This technology will later be used to help solve challenges in the education sector. Common problems that occur in the world of education usually lie in learning methods. Teachers usually only use classical teaching aids and do not provide opportunities for students to explore further with existing media. Therefore, an Augmented Reality based application is used. Augmented Reality is a technology that combines digital information such as images, videos or 3D models with the user's environment in real time. Application design as Android-based learning media. This Augmented Reality application will later help students' learning process. The application runs on Android-based smartphones. The contents of this application will be a 3D model, detailed information about the animal. As well as audio that will explain the details of the animal. It is hoped that this application can facilitate students to learn about animals, especially based on types of food. In order to determine the effectiveness of the application being developed, a pretest and posttest were carried out. The results show that at the posttest students had better abilities compared to before
Keywords
Article Keywords
Downloads
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC-BY 4.0) that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
Manurung, P. (2020). Multimedia Interaktif Sebagai Media Pembelajaran Pada Masa Pandemi Covid 19. Al-Fikru: Jurnal Ilmiah, 14(1), 1-12. DOI: https://doi.org/10.51672/alfikru.v14i1.33.
Fernando, Y., Ahmad, I., Azmi, A., & Borman, R. I. (2021). Penerapan Teknologi Augmented Reality Katalog Perumahan Sebagai Media Pemasaran Pada PT. San Esha Arthamas. J-SAKTI (Jurnal Sains Komputer Dan Informatika), 5(1), 62-71. DOI: http://dx.doi.org/10.30645/j-sakti.v5i1.298.
Aditama, P. W., Adnyana, I. N. W., & Ariningsih, K. A. (2019, February). Augmented reality dalam multimedia pembelajaran. In SENADA (Seminar Nasional Manajemen, Desain dan Aplikasi Bisnis Teknologi) (Vol. 2, pp. 176-182).
Rosmiati, M., & Sitasi, C. (2019). Animasi Interaktif Sebagai Media Pembelajaran Bahasa Inggris Menggunakan Metode ADDIE. Paradigma: Jurnal Komputer Dan Informatika Univiersitas Bina Sarana Informatika, 21(2), v21i2.
Mongilala, M. M., Tulenan, V., & Sugiarso, B. A. (2019). Aplikasi Pembelajaran Interaktif Pengenalan Satwa Sulawesi Utara Menggunakan Augmented Reality. Jurnal Teknik Informatika, 14(4), 465-474. DOI: https://doi.org/10.35793/jti.14.4.2019.27649.
Shafarin, A. N., Kurniawan, A. P., & Sularsa, A. (2023). Desain Quiz dan Marker serta pembuatan game pada aplikasi Android Augmented Reality pengenalan jenis sampah. eProceedings of Applied Science, 9(1).
Listiani, W., Rustiyanti, S., Sari, F. D., & Peradhanta, I. B. G. S. (2019, October). INOVASI SENI PERTUNJUKAN LOKAL DENGAN TEKNOLOGI DIGITAL AUGMENTED REALITY. In Seminar Ilmiah Nasional Teknologi, Sains, dan Sosial Humaniora (SINTESA) (Vol. 2). Available: https://jurnal.undhirabali.ac.id/index.php/sintesa/article/view/862
Gunawan, H., Haryanto, E. V., & Akbar, M. B. (2020). Media Pembelajaran Pengenalan Rambu-Rambu Lalu Lintas Untuk Anak Usia Dini Menggunakan Augmented Reality Berbasis Android. Jurnal Mahasiswa Fakultas Teknik dan Ilmu Komputer, 1(1), 545-556.
Usmaedi, U., Fatmawati, P. Y., & Karisman, A. (2020). Pengembangan media pembelajaran berbasis teknologi aplikasi augmented reality dalam meningkatkan proses pengajaran siswa sekolah dasar. Jurnal Educatio FKIP UNMA, 6(2), 489-499. DOI: https://doi.org/10.31949/educatio.v6i2.595.
Savitri, G. T., Susanti, F., & Utoro, R. K. (2023). Pengenalan Tata Surya Untuk Siswa TK Dengan Video Animasi Dan Augmented Reality Berbasis Android. eProceedings of Applied Science, 9(1). Available: http://repository.uib.ac.id/id/eprint/550
A. Putri Restika and H. Nirwana, (2021). Prosiding Seminar Nasional Teknik Elektro dan Informatika (SNTEI) 2021 Makassar. Available: https://images.app.goo.gl/V6awh6uexizqL1G29.