Chintiya Larashati
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Rancang Bangun Augmented Reality Book Edukasi ‘Klorofil sebagai Penyebab Warna pada Daun’ Ivani Adellia Talitha; Chintiya Larashati
MASALIQ Vol 6 No 5 (2026): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v6i5.11587

Abstract

The limitations of static learning media still make it difficult for elementary school students to understand the concept of chlorophyll and the process of light interaction that causes leaves to appear green. This study aimed to design and develop an educational Augmented Reality Book entitled “Klorofil sebagai Penyebab Warna pada Daun,” which integrates an illustrated book, three-dimensional animation, and a marker-based tracking system. The study employed a research and development approach using the Multimedia Development Life Cycle model, which includes the concept, design, material collecting, assembly, and testing stages. Initial data were obtained through a questionnaire administered to 30 respondents selected using a purposive sampling technique, as well as a literature review. The data were analyzed descriptively through frequencies, percentages, and the categorization of open-ended responses. The results of the study produced an illustrated book consisting of five spreads, low-poly-style three-dimensional models, and an Android-based application developed using Unity and Vuforia. The testing results showed that the augmented reality camera function, marker detection, the appearance of three-dimensional objects, animation, and the exit button operated according to the design. These findings indicate that the integration of print media and augmented reality technology can support the visualization of scientific concepts in a more interactive manner. This study contributes to the development of science learning media that connect printed narratives with digital scientific visualization. Further testing with fifth-grade students is needed to assess the effect of the media on understanding, interest, and learning outcomes.
Rancang Bangun Augmented Reality Book Edukasi “Apa yang Tidak Bisa Kulihat” Ranti Rahmadhani; Chintiya Larashati
MASALIQ Vol 6 No 5 (2026): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v6i5.11601

Abstract

Although the use of augmented reality in early childhood education continues to develop, media that specifically visualize invisible phenomena through the integration of physical books, three-dimensional objects, animation, audio, and interaction remain limited. This study aimed to design and develop the educational Augmented Reality Book Apa yang Tidak Bisa Kulihat for children aged 3–6 years. The study employed a research and development approach with the stages of research, design, and development. A total of 25 respondents were selected using a purposive sampling technique. Data were collected through observation, Likert-scale questionnaires, open-ended questions, short interviews, and a literature review, and were then analyzed using descriptive quantitative and qualitative methods. The results of the study produced an interactive illustrated book with five features, namely AR Cover, AR Wind, AR Smell, AR Bacteria, and AR Sound. Alpha testing showed that six components, including navigation, functioned according to the design with a 100% success rate. The product was able to display three-dimensional objects, animation, audio, and interactive responses after the image target was recognized. These findings enrich the development of augmented reality-based early science learning media and demonstrate the potential of integrating physical books and digital technology as an interactive educational medium. Further testing involving children, parents, and teachers is needed to assess the learning effectiveness and ease of use of the product.
Rancang Bangun Augmented Reality Book Meneladani Kisah Umar bin Khattab Haiva.J.; Chintiya Larashati
ANWARUL Vol 6 No 4 (2026): ANWARUL: Jurnal Pendidikan dan Dakwah
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/anwarul.v6i4.11600

Abstract

Although augmented reality-based character education media have been widely developed, the integration of the exemplary story of Umar bin Khattab, motion graphics, storybooks, and parental assistance into a single learning medium remains limited. This study aimed to design and evaluate the Augmented Reality Book Meneladani Kisah Umar bin Khattab as a character education medium for children aged 5–12 years. The study employed a mixed-methods approach with descriptive analysis and a 4D research and development design comprising the define, design, develop, and disseminate stages. The study participants consisted of 20 respondents selected through purposive sampling. Data were collected through questionnaires, open-ended questions, a literature review, expert evaluation, alpha testing, and beta testing and were subsequently analyzed using quantitative descriptive and thematic analyses. The results showed that a printed book, two-dimensional illustrations, motion graphics, voice narration, and visual markers were successfully integrated through Artivive. Most users assigned scores of 4–5 to the attractiveness of the illustrations, ease of scanning, and comprehensibility of the story, while the delivery of honesty values and media feasibility predominantly received a score of 5. These findings indicate that the developed media are feasible for supporting character education through interactive multimedia and emphasize the importance of parental assistance in helping children understand exemplary values. This study contributes to the development of character education media that integrate storybooks and augmented reality technology, while future research should involve a larger sample, employ experimental testing, optimize file sizes, and develop an offline mode.