Penerapan Teknologi Augmented Reality sebagai Media Pembelajaran Fauna Berbasis Mobile Android
Main Article Content
Abstract
Article Summary
Fauna learning is a lesson that is commonly found in elementary school. Fauna learning is an important aspect of introducing fauna in Indonesia and the world. In this technological era, the limitations of learning media which still use conventional media such as books, text and images cause students' learning interest to decrease. This causes the ability to understand fauna to decrease and has an impact on low student learning outcomes. So this research aims to build an Augmented Reality (AR) based application that can be used as a media for learning fauna in elementary schools. The method used is the waterfall method, with this method the application is developed in stages starting from the analysis to design stages. Next, the resulting application is then tested using several testing methods, namely functionality testing, application performance testing and application feasibility testing with a questionnaire. Based on the test results, the application was successfully built where all functionality runs well. The application performance is also quite good where the marker can be detected at a distance of 10 – 70 cm with high, normal or low light intensity. The questionnaire results also showed good results, which means that the fauna learning application can be used easily and provides information that is easy to understand.
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.
Ardiansah, T., & Hidayatullah, D. (2023). Penerapan Metode Waterfall Pada Aplikasi Reservasi Lapangan Futsal Berbasis Web. Journal of Information Technology, Software Engineering and Computer Science, 1(1), 6-13. DOI: https://doi.org/10.58602/itsecs.v1i1.8.
Arifin, M. (2021). Pengenalan Jenis-Jenis Fauna Sebagai Media Pembelajaran Dengan Metode AR (Augmented Reality). Jurnal Portal Data, 1(1).
Hannah, M. P., & Kholiza, R. N. (2024). Perancangan UI/UX Penerimaan Peserta Didik Baru Berbasis Website Menggunakan Metode User Centered Design. KLIK: Kajian Ilmiah Informatika dan Komputer, 4(4), 2342-2356.
Harahap, A., Sucipto, A., & Jupriyadi, J. (2020). Pemanfaatan Augmented Reality (Ar) Pada Media Pembelajaran Pengenalan Komponen Elektronika Berbasis Android. Jurnal Ilmiah Infrastruktur Teknologi Informasi, 1(1), 20-25. DOI: https://doi.org/10.33365/jiiti.v1i1.266.
Kaharuddin, K., Pernando, Y., Marfuah, M., & Musliadi, K. H. (2023). Aplikasi Augmented Reality (AR) Sebagai Media Pembelajaran Sistem Rangka Manusia. Journal of Information System Research (JOSH), 4(4), 1168-1175. DOI: https://doi.org/10.47065/josh.v4i4.3685.
MAHARANI, I. (2023). PENINGKATKAN HASIL BELAJAR SISWA PADA MATERI SEBARAN FLORA FAUNA DI INDONESIA DAN DUNIA MELALUI PENERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING. ACTION: Jurnal Inovasi Penelitian Tindakan Kelas dan Sekolah, 3(1), 16-25. DOI: https://doi.org/10.51878/action.v3i1.1980.
Ningsih, C. S., & Rusnoto, M. (2024). Implementasi Pembelajaran Kolase sebagai Upaya Edukasi Fauna di Sekolah Dasar. Ideguru: Jurnal Karya Ilmiah Guru, 9(2), 645-648. DOI: https://doi.org/10.51169/ideguru.v9i2.805.
Nugroho, A. W., & Ma’arif, S. (2022). Pengembangan Media Game Edukasi” Marbel Fauna” pada Siswa Sekolah Dasar. Jurnal Basicedu, 6(4), 6686-6694. DOI: https://doi.org/10.31004/basicedu.v6i4.3326.
Putra, P. B. A. A., Pranatawijaya, V. H., & Sari, N. N. K. (2020). Implementasi Location Based Service Pada Aplikasi Mobile Penyajian Ruang Ujian. Jurnal Sains dan Informatika: Research of Science and Informatic, 6(1), 26-30.
Saida, N., & Yunitasari, A. (2022). PENERAPAN PEMBELAJARAN KOLASE SEBAGAI UPAYA EDUKASI FAUNA DI SEKOLAH DASAR. ELSE (Elementary School Education Journal): Jurnal Pendidikan dan Pembelajaran Sekolah Dasar, 6(2), 490-499. DOI: https://doi.org/10.30651/else.v6i2.13240.
Saprilia, W. B., & Suradi, A. (2022). Animasi pengenalan flora dan fauna untuk anak SD berbasis android. Journal Computer Science and Information Systems: J-Cosys, 2(2), 43-47.
Satria, B., & Franz, A. (2023). Membangun Aplikasi Pengenalan Topeng Hudoq Berbasis Augmented Reality Dengan Metode Marker Based Tracking. Jurnal Ilmu Komputer dan Sistem Informasi (JIKOMSI), 6(2), 103-110.
Wijaya, I. M. P. P. (2022). Aplikasi Augmented Reality Pengenalan Hewan Berbasis Android Menggunakan Library Vuforia. Jurnal Sistem Informasi Dan Informatika (Simika), 5(2), 173-181. DOI: https://doi.org/10.47080/simika.v5i2.2220.