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Journal : JURNAL INFORMATIKA

Penerapan Teknologi Augmented Reality Sebagai Media Pembelajaran Pengenalan Struktur Lapisan Bumi Menggunakan Aplikasi Unity 3D Hamsinar, Henny; Hady, Sultan; Hasbiyah, Nur
JURNAL INFORMATIKA Vol 14, No 1 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i1.2357

Abstract

Struktur lapisan bumi merupakan salah satu materi dalam mata pelajaran Ilmu Pengetahuan Alam (IPA) yang mempelajari susunan pembentuk bumi. Selama ini, media pembelajaran yang digunakan masih terbatas pada buku cetak, sehingga kurang mendukung pemahaman siswa, terutama terhadap materi yang bersifat abstrak dan visual. Penelitian ini bertujuan untuk merancang dan mengembangkan media pembelajaran interaktif berbasis teknologi Augmented Reality (AR) untuk memperkenalkan struktur lapisan bumi. Pengumpulan data dilakukan melalui observasi dan wawancara dengan guru serta siswa di SMP Negeri 3 Baubau. Proses pengembangan media menggunakan metode Multimedia Development Life Cycle (MDLC). Hasil dari penelitian ini adalah sebuah aplikasi pembelajaran interaktif yang menampilkan model tiga dimensi (3D) struktur lapisan bumi, disertai dengan penjelasan berbasis teks dan audio. Aplikasi ini diharapkan dapat meningkatkan pemahaman siswa dengan memberikan visualisasi yang lebih konkret dan menarik terhadap materi yang dipelajari.
Pengembangan E-Learning Media Pembelajaran Matematika Berbasis Android Pada Mata Pelajaran Dimensi Tiga Hamsinar, Henny; Israwan, LM. Fajar; Mursal, Syukurianto
JURNAL INFORMATIKA Vol 12, No 1 (2023): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v12i1.1137

Abstract

Mata pelajaran dimensi tiga yang diajarkan pada tingkat Sekolah Menengah Atas (SMA) mengalami kesulitan dalam pembelajaranya. Kesulitan yang dialami siswa antara lain kedudukan titik, garis dan bidang pada bangun dimensi tiga yang digambar pada bidang datar, diperlukan penjelasana dengan gambar agar siswa mudah untuk memahami. Selain itu, siswa mengalami kesulitan dalam menginterpretasikan soal yang diberikan menjadi gambar bangun dimensi tiga serta menentukan langkah-langkah yang harus dilakukan dalam menyelesaikan soal. Penelitian ini bertujuan untuk mengembangkan media pembelajaran matematika pada mata pelajaran dimensi tiga untuk siswa SMA berbasis android. Metode yang digunakan dalam penelitian ini adalah metode observasi, wawancara dan pustaka. Penelitian ini menghasilkan sebuah aplikasi e-learning android yang dapat memberi kemudahan bagi siswa dalam mempelajari mata pelajaran dimensi tiga. Selain itu memudahkan guru melakukan edit pada materi pelajaran tersebut dengan menggunakan aplikasi andoid.
Pengembangan Aplikasi Pengenalan Objek Wisata di Pulau Buton Berbasis Augmented Reality Hamsinar, Henny; Suryawan, Mohammad Arif; Arsi, Arsi
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2573

Abstract

Tourism is a strategic sector that significantly contributes to regional economic development, including in the Buton Island area, which offers numerous potential tourist attractions. However, tourism promotion in this region still faces challenges, particularly due to the limitations of conventional information media such as brochures, printed maps, and static websites that lack interactivity and fail to meet the expectations of modern tourists seeking accessible, engaging, and dynamic information. This condition highlights the need for innovative promotional media capable of delivering attractive content and increasing user engagement. Augmented Reality (AR) offers a promising solution, as it integrates real-world objects with interactive digital elements, thereby creating a more immersive informational experience. This study aims to design and develop an Augmented Reality–based application for introducing tourist attractions on Buton Island as an alternative information medium for visitors. The research employed a qualitative approach through interviews with officers from the Tourism Departments of Baubau City, Buton Regency, South Buton, Central Buton, North Buton, and Wakatobi, as well as direct observations of tourism managers to identify on-site needs and issues. A literature review was also conducted to examine relevant theories and best practices regarding AR application development. The results indicate that the developed AR application operated effectively on three tested smartphone devices and successfully detected markers at distances of 10–100 cm. The application was considered useful in providing tourism information, enhancing visitors’ knowledge, and presenting images and descriptions of attractions interactively.
Rancangan Game Edukasi Bahasa Arab Untuk Murid Taman Kanak Kanak Berbasis Augmented Reality Mukmin, Muhammad; Hamsinar, Henny; Fadillah Jasir, Sitti Nur
JURNAL INFORMATIKA Vol 14, No 2 (2025): Jurnal Informatika
Publisher : Informatics Engineering Department, Dayanu Ikhsanuddin University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55340/jiu.v14i2.2509

Abstract

Early childhood education aims to equip preschool learners with foundational social, emotional, cognitive, and linguistic abilities through engaging instructional activities adapted to developmental stages. However, learning practices in several institutions remain traditional, relying on textbooks, verbal instruction, and static visual aids without the support of interactive technology. This condition is also found at TK Islam Al-Amanah, particularly in introducing Arabic vocabulary, where instruction is still dominated by demonstration and question–answer methods, resulting in limited learner interaction. This study aims to design an educational game based on Augmented Reality (AR) as a learning medium for introducing Arabic vocabulary related to everyday objects among kindergarten learners. The development method employed was the Multimedia Development Life Cycle (MDLC), consisting of concept, design, material collection, assembly, testing, and distribution. The resulting application, called Arabica, provides three-dimensional object visualization through AR markers, Arabic vocabulary pronunciation through a learning menu, and a picture-guessing game to enhance learner engagement. In its implementation, teachers act as facilitators by helping children position the camera toward the marker and guiding pronunciation, while learners interact directly with virtual objects and audio outputs. The development results indicate that Arabica supports visual and interactive material delivery and assists learners in understanding and memorizing Arabic vocabulary in a more enjoyable manner.