Yohanis Malelak
Universitas Uyelindo

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IMPLEMENTASI AUGMENTED REALITY SEBAGAI MEDIA VISUALISASI STRATEGI LATIHAN SEPAK BOLA PADA KLUB LOKAL AS RAEMANA Nadio Rodriques Gili Raga; Dewi Anggraini; Yohanis Malelak
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.v12i2.6196

Abstract

The development of Augmented Reality (AR) technology provides significant opportunities to improve the quality of sports training, particularly in soccer, through more interactive and realistic strategy visualization. This study aims to design and develop an AR application as a visualization medium for soccer training strategies at the local AS Raemana soccer club, which faces limitations in strategy delivery through conventional methods such as whiteboards and verbal instructions, making it difficult for players to understand formations and game patterns in attacking and defensive situations. This study employed the Research and Development (R&D) method consisting of assessment, needs assessment, front-end analysis, design, development, implementation, and evaluation stages. The application was developed using Unity Engine and Vuforia SDK for Android, with key features including formation selection, strategy selection, marker scanning, and real-time 3D object visualization. Functional testing results showed that all application features operated according to the design and were declared valid. Based on a questionnaire administered to 21 respondents consisting of coaches and players of AS Raemana, all aspects received positive responses, with the percentage of respondents selecting “Strongly Agree” ranging from 61.9% to 100%, while the remaining respondents selected “Agree.” These results indicate that the application can help coaches deliver strategies more clearly and assist players in understanding formations, positions, movements, and game strategies in both attacking and defensive situations. This study contributes an interactive and innovative AR-based training medium that has the potential to support the improvement of tactical understanding and training quality in local soccer clubs.
IMPLEMENTASI AUGMENTED REALITY (AR) SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF DALAM VISUALISASI PROYEK INFRASTRUKTUR JEMBATAN Kanisius Dominggus Mua; Yohanis Malelak; Hasibun Asikin
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.v12i2.6222

Abstract

This study aims to develop an interactive learning medium based on Augmented Reality (AR) that is capable of visualizing bridge structures clearly, realistically, and comprehensively for students of SMKS Sanjaya Bajawa, as well as evaluating its effectiveness as a learning medium. The research employed the Research and Development (R&D) method using the Lee & Owens model, which consists of the stages of Assessment/Analysis, Needs Assessment, Front-End Analysis, Design, Development, Implementation, and Evaluation. The application was developed using Unity 3D, Vuforia SDK, and Blender to create a three-dimensional bridge model that can be displayed through Augmented Reality technology on Android devices. The results of the study indicate that the ARJembatan application was successfully developed and that all major features functioned properly based on Black Box Testing. The results of the User Acceptance Testing (UAT), involving 10 eleventh-grade students of SMKS Sanjaya Bajawa, showed that the majority of respondents provided positive evaluations of the application. As many as 90% of respondents stated that the application was beneficial as a learning medium, 90% considered the application menu easy to use, and 90% found the implementation of Augmented Reality technology in the application engaging and attractive. Furthermore, the interactive 3D visualization helped students understand bridge structures and components more clearly compared to conventional learning media.