scholarly journals Implementasi Augmented Reality (AR) Berbasis Android Sebagai Pengenalan Rumah Adat Indonesia Bagian Barat

2021 ◽  
Vol 3 (1) ◽  
pp. 1-6
Author(s):  
Novia Sulistyowati ◽  
Rahmat Robi Waliyansyah ◽  
Febrian Murti Dewanto

A traditional house is a house that has a unique building characteristic in an area that describes the culture of the area itself. Traditional houses are also unique in terms of form, function and meaning of the building. As Indonesians, we must introduce one of the existing cultures so that it is not forgotten by the community, especially school children. Judging from the development of technology, we must make new things in introducing traditional houses. From the results of research conducted at SD IT BINA INSANI, the teachers there still use conventional media in the form of textbooks and thematic books for the learning process. Therefore, the authors created an application to introduce western Indonesian traditional houses using Augmented Reality called RA-IBB as an introduction medium. This application is based on Android so that teachers can easily explain material about traditional houses and can show traditional houses in 3D without having to come directly to the province. And for students to be able to study traditional houses wherever and whenever. The making of this application uses the waterfall method for the development stage. The RA-IBB application contains materials about western Indonesian traditional houses and their 3d objects and quiz questions that use random shuffle algorithm questions. The random shuffle algorithm is a randomized question from an array or record. Based on the User Acceptance Test (UAT) for teachers, the results obtained from several aspects, namely the design aspect yields a percentage of 91%, the application information aspect produces a percentage of 91.

2020 ◽  
Vol 17 (2) ◽  
pp. 79-86
Author(s):  
Putri Syifa Darmawel

Knowledge about Indonesian endangered animals and plants has been taught at elementary school, but still based on text. In curriculum 2013, teachers are expected to be able to develop creative ideas such as using interactive learning media that makes learning fun for students. Interactive learning media can be used as a solution to make learning process more interesting. The use of augmented reality technology can be implemented on interactive learning media that aims to increasing elementary school children interest and make the learning process easier to teacher. This research uses descriptive quantitative method by distributing questionnaires to test HEBULA Application which is an interactive learning media for introducing endangered Indonesian animals and plants using augmented reality technology for elementary school children. Testing is done by using User Acceptance Test (UAT). This research aims to find out weather the HEBULA Application can be well receive and effectively used as a learning media. The results of this research show that HEBULA Application is suitable to be used as a learning media which is shown by the percentage of UAT eligibility of 92,6% that can be categorized as very well.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


Author(s):  
Alexander Setiawan ◽  
Silvia Rostianingsih ◽  
Timotius Reinaldo Widodo

<p>Augmented Reality can provide information that can be more easily understood by the user. Because of its advantages, Augmented Reality can be utilized to create learning applications that can support teaching and learning process. Chemical learning about chemical reactions is usually boring by students. This is because students only know the theory of the book and the explanation of teachers only. This research utilized Augmented Reality to be able to see 3D model of each chemical element and also can see animation of merging between elements. In order to bring up 3D objects of chemical elements then made a card that will be used as a marker / tracker. In addition, there can be a combination of several chemical elements based on several cards detected from the camera. The test is performed for chemical elements with periodic table such as H, Ca, Na, K, C, Cl, Br, O, S, SO2, CO2, OH. Testing the application by performing several merge elements such as HCl, NaCl, H20, CO2, MgS, SO2, O2, CaCl2, HCN, N2, and others. The results of this study will be tested on several students to see the benefits of student learning.</p>


2021 ◽  
Vol 8 (5) ◽  
pp. 939
Author(s):  
Dono Catur Prasetyo ◽  
Sri Kusumadewi ◽  
Isnatin Miladiyah

<p class="abstrak"><span lang="EN-US">Masa pensiun adalah masa yang pasti akan menghampiri setiap orang. Bila seseorang memasuki masa pensiun akan terjadi suatu perubahan yang penting dalam perkembangan hidup individu, yang ditandai dengan terjadinya perubahan keadaan seperti kehilangan finansial, kehilangan status, kehilangan teman/kenalan dan yang hilangnya kegiatan kerja yang rutin. Banyak orang yang tidak siap menghadapi pensiun, karena pensiun dianggap sebagai pemutus kegiatan rutin yang dijalananinya selama bertahun-tahun. Representasi pengetahuan sistem menggunakan kaidah produksi, proses inferensi menggunakan forward chaining dan proses perhitungan nilai kepastian menggunakan metode <em>certainty factor</em>. Forward chaining digunakan untuk proses pelacakan dari faktor-faktor yang telah terpilih untuk kemudian mencocokan dengan rule yang sudah ada di sistem agar dapat memberikan suatu konklusi, Setelah ditemukan rule yang cocok dari faktor-faktor yang terpilih kemudian di hitung dengan metode <em>certainty factor</em> untuk mengetahui tingkat keyakinan konklusi. Penggunaan dua metode ini bertujuan untuk memberikan hasil yang lebih baik dalam memberikan rekomendasi aktivitas pensiun. Hasil dari penelitian ini setelah melakukan pengujian </span><em><span lang="IN">User Acceptance Test </span></em><span lang="IN">(UAT)</span><span lang="EN-US">terhadap 30 responden pada sistem menghasilkan kesimpulan bahwa </span><span lang="IN">sistem ini membantu dalam memberikan rekomendasi aktivitas untuk persiapan pensiun dengan persentase 87,4%, tampilan antarmuka sistem sangat menarik dan juga informasi yang diberikan sangat jelas dengan persentase 86%, sistem yang dibangun ini mudah digunakan dengan persentase 82,6% dan sistem yang dibangun ini mudah dipelajari dengan persentase 80,6%. Hal tersebut ditunjukkan dengan nilai rata-rata persentase sebesar 80,06 %.</span></p><p class="abstrak"> </p><p class="Judul2"><strong><em>Abstract</em> </strong></p><p><em>Retirement is a period that is sure to come to everyone. When a person enters retirement, there will be an important change in the development of an individual's life, which is marked by changes in circumstances such as financial loss, loss of status, loss of friends/acquaintances, and loss of routine work activities. Many people are not ready to face retirement, because retirement is seen as a breaker in the routine that has been going on for years. The representation of system knowledge uses production principles, the inference process uses forward chaining and the process of calculating the certainty value uses the certainty factor method. Forward chaining is used for the tracking process of the factors that have been selected to then match the rules that already exist on the system to provide a conclusion, After finding a suitable rule from the selected factors then it is calculated by the certainty factor method to determine the level concluding beliefs. The use of these two methods aims to provide better results in providing recommendations for retirement activities. The results of this study after testing the User Acceptance Test (UAT) of 30 respondents on the system resulted in the conclusion that this system helps provide recommendations of activities for retirement preparation for a percentage of 87.4%, the system interface is very attractive and the information provided is very clear. With a percentage of 86%, the system built is easy to use with a percentage of 82.6%, and the system built is easy to learn with a percentage of 80.6%. This is indicated by the average percentage value of 80.06%.</em></p>


2019 ◽  
Vol 4 (1) ◽  
pp. 36
Author(s):  
Pretiwi Febriani ◽  
Betty Holiwarni ◽  
Elva Yasmi Amran

The development of interactive learning media based on Autoplay Media Studio 8.5 is aimed to get valid interactive learning from the terms of content substance, display (visual comunication), instructional design and courseware utilization. The research method was used four-D models which consist of four stages, those are define, design, develop and desseminate. The research is up to the development stage. The data collected technique used validation sheet, questionnaire responses of students and teacher. The result showed an average score of content substance aspects, display (visual comunication) aspects, instructional design aspect and courseware utilization aspects was 91,4%. Learning media also fulfill the practical criteria based on the responses of students and teacher with a score 95,5% and 77,5%. The conclusion show the learning media based on Autoplay Media Studio 8.5 valid and can be use in learning process.  


2021 ◽  
Vol 8 (1) ◽  
pp. 7
Author(s):  
Yogiek Indra Kurniawan ◽  
Agung Fajar Surya Kusuma

<p class="Abstrak">Penggunaan media manual berbasis buku dan papan tulis memberikan beberapa permasalahan pada proses pembelajaran di sekolah. Berdasarkan <em>survey</em> yang telah dilakukan, Di Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar yang menggunakan media manual untuk pembelajaran salat memiliki masalah mengenai tingkat minat dan tingkat pemahaman siswa yang kurang tinggi. Penelitian ini memiliki tujuan untuk mengembangkan media pembelajaran mengenai materi salat yang dapat membantu pihak sekolah agar mempunyai metode yang baru dan menarik dalam kegiatan pembelajaran di dalam kelas, terutama untuk materi Salat. Teknologi utama yang digunakan dalam aplikasi ini adalah <em>Augmented Reality</em> (<em>AR)</em>. Dalam kasus ini, <em>Augmented Reality</em> (<em>AR</em>) digunakan untuk memvisualisasikan materi Salat dalam bentuk 3D yang diproyeksikan pada tablet atau <em>smartphone</em>. Objek 3D juga diberi animasi agar terkesan realistis dan interaktif. Aplikasi ini membantu memvisualisasikan gerakan salat dalam bentuk 3D animasi. Aplikasi terdiri dari 2 menu, yaitu menu “<em>Play AR</em><em>”</em> dan “<em>Quiz</em><em>”</em>. Hasil uji <em>blackbox </em>menunjukkan hasil <em>valid</em> yang berarti aplikasi sudah sesuai dengan yang diharapkan. Aplikasi dapat berjalan baik pada <em>smartphone</em> dengan sistem operasi minimal <em>Kitkat</em>. Rata-rata hasil uji validasi ahli sebesar 86% yang berada pada kategori “Sangat Baik”. Hasil dari <em>User Acceptance Test</em> menunjukkan nilai rata-rata sebesar 89.88% dengan kategori “Sangat Baik”. Penggunaan aplikasi AR pembelajaran salat dapat meningkatkan minat belajar siswa serta tingkat pemahaman siswa terhadap materi Salat yang ditunjukkan dengan peningkatan nilai sebelum dan sesudah menggunakan aplikasi.</p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>The use of manuals media, such as books and whiteboard, provides several problems in the learning process in schools. Based on the survey that has been done At the Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar, which uses manuals media for salat learning, there are problems with the level of interest and the level of student understanding that is not quite high. This research aims to develop a learning media about salat that is to help schools to have new and interesting methods in learning activities in the classroom, especially for Salat subject. The main technology used in this application is Augmented Reality (AR). In this case, Augmented Reality (AR) are used for visualizing the Salat material in 3D object that will be projected on smartphone. 3D object are animated to make it more realistic and interactive. Eventually, this application illustrate the motion of salat in 3D animation object. The application consists of 2 menus, namely “Play AR” and “Quiz” menus. Blackbox test results show valid results, which means the application is as expected. The application can run well on smartphones with a minimum Kitkat operating system. The average expert validation test results are 86% in the “Very Good” category. The results of the User Acceptance Test show an average value of 89.88% with the “Very Good” category. The use of the Salat Learning AR application can improve student learning interest and the level of student understanding of the Salat subject which is indicated by an increase in the value before and after using the application.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p><p class="Abstrak" align="center"> </p><p> </p>


2019 ◽  
Vol 2 (2) ◽  
pp. 118-123
Author(s):  
Fitria Ningsih ◽  
Lili Rusdiana ◽  
Rudini

Augmented Reality is one of technology that combines virtual world objects with the real world that allows it to be applied to Android-based smartphones because its users have penetrated into the realm of children. The need for analysis and design before building applications that later can help facilitate teachers in learning by displaying 3D objects and animations that make Students more interested in paying attention to the material provided and becoming more active in participating in the learning process. The purpose of this study is to analyze and design learning applications for Butterfly metamorphosis using Augmented Reality as an alternative learning media. Methods of collecting data are literature, observation, and interviews. The results of this study are in the form of application design regarding the metamorphosis phase of Butterflies ranging from caterpillars, larvae, pupae, to cocoons.


2019 ◽  
Vol 5 (1) ◽  
pp. 54 ◽  
Author(s):  
Eka Wahyu Hidayat ◽  
Andi Nur Rachman ◽  
Muhammad Fauzan Azim

Studi penelitian ini membuat game android berbasis Augmented Reality (AR) dengan menerapkan Finite State Machine (FSM) untuk pergerakan Non Player Character (NPC). Game sejenis ini contohnya adalah game Aster Battle yang didapat sebagai hadiah dari sebuah produk makanan. Pada game tersebut ditemukan masalah dimana karakter tidak memiliki kecerdasan untuk melakukan aksi pertarungan. Permasalahan lainnya adalah hasil scan marker menampilkan karakter yang tidak sesuai markernya dan pergerakan animasi pertarungan terlalu cepat. Untuk mengatasi masalah tersebut perlu dibuat battle game sejenis dengan karakter dan konsep yang berbeda dengan menambahkan kecerdasan buatan agar animasi pertarungan menjadi lebih terkontrol. Di dalam penelitian ini menerapkan sistem kecerdasan buatan yaitu Finite State Machine (FSM) sebagai strategi untuk menentukan action animation prediction. Penelitian ini berhasil membuat battle game dengan pendekatan metode versi Luther. Berdasarkan pengujian yang telah dilakukan, dari hasil pengujian alpha secara fungsional sudah sesuai dan dari pengujian beta yaitu User Acceptance Test (UAT) didapat nilai sebesar 71% yang berarti game yang dibangun dengan menerapkan Finite State Machine dinyatakan layak untuk digunakan dengan interpretasi Baik.


2021 ◽  
Vol 5 (S1) ◽  
pp. 1123-1137
Author(s):  
Vinothini Kasinathan ◽  
Afnan Taha Abdullah Al-Sharafi ◽  
Aida Zamnah ◽  
Naresh Kumar Appadurai ◽  
Vinesh Thiruchelvam ◽  
...  

The aim of this paper is a project which uses of Augmented Reality (AR) as a method for edutainment learning instrument to promote and encourage learning among students in this pandemic period. An AR application is developed together with a physical book called the Ocean’s Secret. This application projects animated 3D models of the sea animals as visualized in the printed book as the students or readers interact with the book. The book Ocean’s Secret offers facts about the ocean and marine animals along with fun quizzes, puzzles, coloring activities, as well as educational videos prompted by the AR objects. This book would be a good source as a learning tool during this last 2 years of the pandemic period. AROS application is evaluated via User Acceptance Test and an Observation Study. The findings show that the application has effectively aided online learning and make the learning environment more interesting and engaging. It is hoped that AR education books will assist online education in this pandemic period while at the same time offering students with the sense of excitement they desire.


2020 ◽  
Vol 1 (2) ◽  
Author(s):  
Tri Herdiawan Apandi ◽  
Risky Prabowo

The development of Japanese interest in Indonesian society increases every year from 2006 as many as 207,000 people learn Japanese more than tripled in 2009 to 720,000 people and in 2012 there were 872,406 Indonesians studying Japanese. With the increasing interest of the Indonesian people towards Japanese, some institutions have some problems where as much as 61.4% stated lack of information on teaching materials and teaching methods and 41% stated lack of teaching materials. The author tries to create a game that teaches the letters Hiragana and Katakana through game media to create interactive media and facilitate the learning process. From the result of user acceptance test (UAT) got the result of 92,4% so it can be concluded that game hirakana heroes together kiky the kancil can add learning media and facilitate learning letters Hiragana and Katakana. Keywords: Game, Hiragana, Japan,  Katakana


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