Remerta Noni Na’aTonis
STIKOM UYELINDO KUPANG

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AUGMENTED REALITY SEBAGAI MEDIA EDUKATIF INTERAKTI DALAM PENGENALAN PAKAIAN ADAT LEMBATA PADA SISWA SEKOLAH DASAR INPRES DULITUKAN Marcello Bernado S. Balawala; Remerta Noni Na’aTonis; Petrus Katemba
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6067

Abstract

This study aims to design and develop an Augmented Reality (AR) application as an interactive learning medium to introduce Lembata traditional clothing to students of SD Inpres Dulitukan. Through AR technology, traditional clothing objects are displayed in three-dimensional form that can be observed directly through digital devices, making the learning process more interesting, easier to understand, and not limited to conventional visual materials. In addition, the application is equipped with audio explanations regarding the meaning and characteristics of each traditional clothing, providing a more comprehensive and contextual learning experience. The research method used is the Multimedia Development Life Cycle (MDLC), which consists of data collection, analysis, design, media development, testing, and evaluation stages. This method was chosen because it is suitable for multimedia-based application development and allows the development process to be carried out systematically. The results of the study indicate that the developed Augmented Reality application runs well on Android devices and is capable of displaying Lembata traditional clothing objects in three-dimensional form along with automatic audio explanations. Based on the Black Box testing results, all application features functioned according to the design. In addition, the questionnaire results showed that students gave positive responses to the application because it was considered interesting, easy to use, and helpful in understanding the introduction to Lembata traditional clothing. Therefore, this application can be used as an interactive educational medium to support local cultural learning while also helping preserve regional cultural heritage through the application of modern technology.
IMPLEMENTASI AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN TEKNIK DASAR PADA CABANG OLAHRAGA SHORINJI KEMPO Putri Sezilia Kos; Remerta Noni Na’atonis; Skolastika Siba Igon
METHODIKA: Jurnal Teknik Informatika dan Sistem Informasi Vol. 12 No. 2 (2026): Volume 12 Nomor 2 Tahun 2026
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/mtk.v12i2.6110

Abstract

This study aimed to develop an Augmented Reality (AR) application as a learning tool for basic Shorinji Kempo techniques, helping kenshi (practitioners) understand and practice these techniques in a more interactive manner. The study employed the Research and Development (R&D) method using the ADDIE model, which comprises the stages of Analysis, Design, Development, Implementation, and Evaluation. The application was developed using Unity 3D and the Vuforia SDK, while testing involved 17 respondents selected from a population of 18 kenshi using Slovin's formula. Evaluation was conducted through Black Box testing to verify application functionality and a Likert-scale questionnaire to assess the application's suitability. The results demonstrated that the application performed well on Android devices, all functions operated as intended, and it achieved a suitability rating of 83.34%, placing it in the "Highly Suitable" category. The findings indicate that the Augmented Reality application is suitable for use as a learning tool for basic Shorinji Kempo techniques and can serve as a supporting resource for both dojo training and independent study