Pengembangan Media Pembelajaran Berbasis Teknologi Augmented Reality (AR) dengan Algoritma Vuforia SDK pada Mata Pelajaran IPA Kelas VIII di Madrasah Al-Aqsha (MTS)
Main Article Content
Abstract
Article Summary
This research aims to develop learning media in the form of an Android-based Augmented Reality application on human respiratory system material which can provide information about the introduction of respiratory system organs and their processes, and markerless images of the shapes of the organs which have been input into the Vuforia SDK library. This research develops an Augmented Reality application as an introduction to the organs of the respiratory system using several tools such as: MDLC, Unity, ARToolkit to better understand students about the respiratory system. The application of Augmented Reality in this research uses the Marker Based methods. The Augmented Reality application for recognizing the respiratory system in humans was tested using BlackBox with results of passing the system functional test 100% and usability testing results using a questionnaire. The learnability aspect was 4.47, efficiency 4.43, memorability 4.2, errors 4.5, and satisfaction 4.52, this application was tested in the "Good" category. Although there are problems with the quality of the camera and lighting, the test results show that this application is interesting and worthy of being developed again, so the implementation of Augmented Reality on MTS Al-Aqsa is the right step to support the method concept learning.
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.
Amin, D., & Govilkar, S. (2015). Comparative study of augmented reality SDKs. International Journal on Computational Science & Applications, 5(1), 11-26.
Arifudin, A., Kuswandi, D., & Soepriyanto, Y. (2019). Pengembangan Media Obyek 3 Dimensi Digital Sel Hewan Dan Tumbuhan Memanfaatkan Piramida Hologram Untuk Mts. Jurnal Kajian Teknologi Pendidikan, 2(1), 9-15.
Desriani, Z., & Franzia, E. (2017, October). Peranan Desain Komunikasi Visual dalam Perancangan Buku Motivasi “DIBESARKAN OLEH SATU”. In PROSIDING SEMINAR NASIONAL CENDEKIAWAN (pp. 285-290). DOI: https://doi.org/10.25105/semnas.v0i0.2222.
Kartini, K. S., & Lukman, N. H. (2024). IMPLEMENTASI MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY MATA PELAJARAN MOLEKUL KIMIA TINGKAT SMA. Jurnal Widya Laksmi: Jurnal Pengabdian Kepada Masyarakat, 4(1), 33-37. DOI: https://doi.org/10.59458/jwl.v4i1.70.
Mahendra, M. K. I., Sindu, I. G. P., & Divayana, D. G. H. (2021). Pengembangan Media Pembelajaran Augmented Reality Book 2 Dimensi Sub Tema Lingkungan Alam di PAUD Telkom Singaraja. KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika), 10(1), 1-12.
Nafi’an, M. I., Chrisnanto, Y. H., & Uriawan, W. (2016). Penerapan Augmented reality Untuk Eksplorasi Fasilitas Di Unjani Berbasis Human Computer Interaction (HCI). Semin. Nas. Teknol. Inf. dan Komun, 2016, 18-19.
Putra, A. D., Susanto, M. R. D., & Fernando, Y. (2023). Penerapan MDLC Pada Pembelajaran Aksara Lampung Menggunakan Teknologi Augmented Reality. CHAIN: Journal of Computer Technology, Computer Engineering, and Informatics, 1(2), 32-34. DOI: https://doi.org/10.58602/chain.v1i2.29.
Rahadi, D. R. (2014). Pengukuran usability sistem menggunakan use questionnaire pada aplikasi android. JSI: Jurnal Sistem Informasi (E-Journal), 6(1). DOI: https://doi.org/10.18495/jsi.v6i1.772.
Riskiono, S. D., Susanto, T., & Kristianto, K. (2020). Augmented reality sebagai Media Pembelajaran Hewan Purbakala. Krea-TIF: Jurnal Teknik Informatika, 8(1), 8-18. DOI: https://doi.org/10.32832/kreatif.v8i1.3369.
Saputra, A. M. A., Ramadhani, K., & Ramadhani, S. (2023). Penggunaan Media Augmented Reality Pada Pembelajaran Pengantar Teknologi Informasi Di Universitas Islam Makassar. Teknos: Jurnal Pendidikan Dan Teknologi, 1(1), 40-52. DOI: https://doi.org/10.59638/teknos.v1i1.45.
Tresnawati, D., Rahayu, S., & Yusuf, K. (2021). Pengenalan Sistem Tata Surya Menggunakan Teknologi Augmented Reality pada Siswa Sekolah Dasar. Jurnal Algoritma, 18(1), 182-191. DOI: https://doi.org/10.33364/algoritma/v.18-1.954.
Yasin, V. (2012). Rekayasa Perangkat Lunak Berorientasi Objek Pemodelan. Arsitektur, dan Perancangan (Modeling, Architecture and Desaign), Mitra Wacana Media.
Yuningsih, F., Hadi, A., & Huda, A. (2018). Rancang bangun animasi 3 Dimensi sebagai media pembelajaran pada mata pelajaran Menginstalasi PC. Voteteknika (Vocational Teknik Elektronika Dan Informatika), 2(2). DOI: https://doi.org/10.24036/voteteknika.v2i2.4069.