Hasibun Asikin
Universitas Uyelindo

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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.