Putri Sezilia Kos
STIKOM UYELINDO KUPANG

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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