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Journal : journal of applied informatics and computing

Game-Based Learning for Mathematics Lesson on 3rd Grade Elementary School Tanudidjaja, Miquel Jan; Pranata, Caraka Aji; ., Bernadhed
Journal of Applied Informatics and Computing Vol. 9 No. 1 (2025): February 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i1.8661

Abstract

Integrating cutting-edge strategies to improve students' learning experiences has become increasingly important in the ever-changing world of education. This study investigates how third-grade students at SD Pius Purbalingga can benefit from using game-based learning as an instructional strategy to improve their mathematical education. The study focuses on how to hold children' attention and improve their knowledge of mathematics. The main subject of this study is the effectiveness of educational games in enhancing elementary school student's understanding of mathematics. A mathematics game was created to solve this problem by actively involving pupils and reiterating key mathematical ideas. This game-based strategy aimed to create an engaged and enjoyable learning experience for third-grade pupils with acceptable cognitive capacities. The findings suggest that students who played the math game significantly increased their involvement, comprehension, and memorization of mathematical ideas. This study adds to the growing evidence supporting using educational games as useful tools in mathematics instruction. The study's findings revealed increased academic performance among students, with male students experiencing a rise of 2.4% in their overall scores. In contrast, female students demonstrated a significantly higher increase of 8.5%, indicating a more pronounced advancement in their academic performance.
Augmented Reality Development for Creating Interactive Experiences in Tourism Places Pranata, Caraka Aji; Filza, Muhammad Fairul; Tanudidjaja, Miquel Jan
Journal of Applied Informatics and Computing Vol. 9 No. 3 (2025): June 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i3.9183

Abstract

Technology, hardware and software are developing rapidly as time goes by. One of the results of this rapid technological development is Augmented Reality (AR) technology. Current tools in augmented reality (AR) were offered by Vuforia Software Development Kit (SDK). However, with the rapid development of Unity Engine, now we can integrated OpenCV in Unity Engine. This integration presents ideas for the development of AR technology. This study uses an approach that uses research and development (R&D) methodology. The model that will be used is the utilization of the ADDIE development framework. We encountered three main problems, problems faced are "How many stages of implementing AR with mediapipe in Unity Engine?", “How people satisfaction while using this product?” and " What is the maximum distance and time required to conduct the interaction process?". From the research conducted, we found that there are four important AR development stages that must be carried using Unity Engine and OpenCV. Next for RQ2 we got a level of approval from users of 86.53% or strongly agree with what we are doing. Then for the last RQ, we got the results for optimal hand detection distance is 3 meters, and the speed with the fastest value is 0.098s.
Experimental Comparison of Ground Plane Detection Speed Across Mobile Platforms Ladiesga, Laura; Pranata, Caraka Aji
Journal of Applied Informatics and Computing Vol. 10 No. 1 (2026): February 2026
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v10i1.12010

Abstract

Markerless Augmented Reality (AR) technology has become increasingly important in various applications, yet its performance varies significantly across different platforms. This study conducts a comparative experimental analysis of ground plane detection performance between iOS and Android platforms using the Vuforia-based KreasiFurniture application. The research examines detection speed under varying lighting conditions (indoor and outdoor) and camera distances (50 cm, 100 cm, and 150 cm) through systematic testing with five repetitions per condition. Data were analyzed using Three-Way ANOVA with IBM SPSS Statistics 25. Results demonstrate that iOS achieves significantly faster and more consistent detection (mean = 1.402 seconds, SD = 0.143) compared to Android (mean = 1.541 seconds, SD = 0.235), with a statistically significant difference of 0.139 seconds (p = 0.003). The optimal detection distance was found at 100 cm for both platforms (p = 0.018). While lighting conditions showed no significant main effect (p = 0.129), a significant Platform × Light interaction (p = 0.038) was revealed, indicating that iOS maintains stable performance across lighting variations, whereas Android experiences substantial performance degradation in indoor conditions. These findings provide practical recommendations: iOS is preferable for applications requiring consistent indoor performance, 100 cm represents the optimal interaction distance for both platforms, and Android deployments should implement adaptive strategies for variable lighting conditions.
Design and Implementation of Marker-Based Augmented Reality to Enhance Public Awareness in Waste Sarah Faradilla; Caraka Aji Pranata
Journal of Applied Informatics and Computing Vol. 10 No. 3 (2026): June 2026
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v10i3.12282

Abstract

Waste problem in Indonesia remains a complex issue for the community due to a low level of understanding and awareness about waste management and its impacts. On this research, we will aims to raise awareness and educate ranging from children, teenagers, to adults, about waste management using an Augmented Reality-based application that employs System Development Life Cycle method and evaluates the performance of Marker-Based Augmented Reality. Performance evaluation was conducted by testing the response time of marker recognition based on estimated distance and angle under normal and dim light intensity, as well as in outdoor lighting conditions. High-contrast visual markers with simple geometries were deliberately selected to maximize tracking stability. The test results showed that the system was able to recognize markers with an average response time of 0.31–0.93 seconds, which excellently meets the standard real-time AR response benchmark of under 1.0 second. Based on user assessment results through questionnaires distributed to 30 respondents and evaluated using the System Usability Scale method, the application received a perfect rating. Furthermore, preliminary pre-test and post-test evaluations indicated a significant improvement in users' comprehension when compared to conventional text-based educational methods, making it suitable for use as an interactive educational medium.