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Interactive AR Book Learning Media for Introducing Animal Types Based on Augmented Reality for Early Childhood Farhan Fadhel Muhammad; Saiba Anjeli; Yuke Try Hafsani; Yoyon Efendi; Nurul Utami
Prosiding Seminar Nasional Ilmu Komputer, Sosial Sains, Teknik dan Multi-Disiplin Ilmu Vol. 2 (2026)
Publisher : Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64803/ikosstemi.v2.149

Abstract

Augmented Reality (AR) is a technology that can display two-dimensional (2D) and three-dimensional (3D) virtual objects in real time through smartphone screens or other digital devices. In its application, AR technology utilizes markers in the form of certain images or images to display 3D objects that have been designed on the system. The implementation of Augmented Reality is currently widely used in various fields, one of which is in the field of education as an interactive learning medium for early childhood. The problem that is often found in the learning process is the use of learning media that is still conventional so that children easily feel bored and less interested when getting to know the type of animal. This research aims to design an interactive learning media AR Book to recognize animal types based on Augmented Reality in early childhood using Assemblr Studio. The research method used is Research and Development (R&D) with the ADDIE development model which consists of the analysis, design, development, implementation, and evaluation stages. The types of animals used include land, sea, and air animals that are displayed in the form of three-dimensional objects (3D) through the process of scanning markers using a smartphone. Learning media is also equipped with information on animal characteristics so that it helps children understand the material more interestingly and interactively. Research results show that Augmented Reality-based AR Book learning media can be used well as a learning tool and help increase early childhood learning interest in recognizing animal species.
UI/UX Design of ”Cari Kos PKU” Application Using Design Thinking Method Anton Afandi; Fahriel Abdul Rasyid; Nurva Fitri Andini; Salsabila Sahbani; Yoyon Efendi; Tashid Tashid
Prosiding Seminar Nasional Ilmu Komputer, Sosial Sains, Teknik dan Multi-Disiplin Ilmu Vol. 2 (2026)
Publisher : Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64803/ikosstemi.v2.150

Abstract

Mahasiswa dan karyawan sering menghadapi kesulitan dalam mencari kos yang sesuai dengan kriteria seperti lokasi, harga, dan fasilitas. Proses pencarian yang tidak efisien dan memakan waktu menjadi hambatan utama. Penelitian ini bertujuan merancang antarmuka pengguna (UI/UX) aplikasi Cari Kos PKU sebagai solusi digital pencarian kos di Kota Pekanbaru yang mudah digunakan dan sesuai kebutuhan pengguna. Metode yang digunakan adalah Design Thinking dengan tahapan: Empathize, Define, Ideate, Prototype, dan Test. Perancangan prototipe dilakukan menggunakan aplikasi Figma dalam bentuk desain low-fidelity dan high-fidelity. Pengujian menggunakan System Usability Scale (SUS) dengan 10 pertanyaan. Hasil pengujian diisi oleh 31 responden dengan hasil SUS 70,24 dengan predikat Acceptable. Solusi Cari Kos PKU menyediakan filter lokasi dan harga untuk pencarian tepat sasaran. Informasi properti terverifikasi membantu pengguna membuat keputusan yang lebih baik dan cepat. Aplikasi ini diharapkan dapat menjadi referensi pengembangan platform pencarian hunian berbasis mobile yang lebih lengkap di masa mendatang. Penelitian ini juga menunjukkan bahwa pendekatan Design Thinking efektif diterapkan dalam perancangan UI/UX aplikasi berbasis kebutuhan pengguna, karena setiap tahapannya berfokus pada pemahaman mendalam terhadap permasalahan nyata yang dihadapi mahasiswa dan karyawan pencari kos. Dengan adanya fitur pencarian berbasis filter, sistem favorit, fitur pesan langsung ke pemilik properti, serta tampilan detail properti yang informatif, aplikasi Cari Kos PKU dirancang untuk memberikan pengalaman pengguna yang intuitif, efisien, dan menyenangkan. Hasil penelitian ini diharapkan dapat menjadi acuan bagi pengembang aplikasi sejenis dalam merancang platform pencarian hunian digital yang lebih baik khususnya untuk memenuhi kebutuhan mahasiswa dan karyawan di Kota Pekanbaru.
Augmented Reality for Inclusive Physical Education: Development and Evaluation of Disability-Based Movement Adaptation Simulations Merlina Sari; Novia Nazirun; Yoyon Efendi; Novri Gazali; Nagoor Meera Abdullah
Journal of Sport Science and Education Vol 11 No 1 (2026)
Publisher : Faculty of Sport and Health Sciences

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jossae.v11n1.p1-11

Abstract

Adaptive physical education requires prospective teachers to have adaptive pedagogical competencies to respond to the diversity of students with disabilities. However, limited practical learning experiences in higher education often hinder students' understanding of movement adaptation. This study aims to develop and evaluate an augmented reality (AR) application as a simulation medium for movement adaptation based on disability types in adaptive physical education learning. A research and development approach was employed using the Multimedia Development Life Cycle (MDLC) model. The participants consisted of 30 physical education students selected purposively. The instruments included expert validation sheets, user practicality questionnaires, and movement adaptation comprehension tests. Data were analyzed descriptively and inferentially using a paired-sample t-test and effect size analysis. The results indicated that the AR application was valid (M = 4.28; 85.5%) and practical to use (M = 4.38; 87.5%). Furthermore, there was a significant improvement in students’ understanding of movement adaptation from pretest (M = 68.40, SD ≈ 6.00) to posttest (M = 82.60, SD ≈ 5.80), with a mean difference of 14.20 points. The improvement was statistically significant (p < 0.001) with a large effect size (Cohen’s d > 0.80). These findings demonstrate that the AR application is effective in enhancing students’ understanding of disability-based movement adaptation. Thus, the application has strong potential as an innovative learning medium to support the development of adaptive pedagogical competencies among prospective physical education teachers.