Ariya Djayanto
Teknik Informatika, STIKI Malang, Indonesia

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Pengembangan Aplikasi Penunjang Pembelajaran Hewan Pada Buku Kelas IV Menggunakan Teknologi Augmented Reality Ariya Djayanto; Daniel Rudiaman Sijabat
J-INTECH ( Journal of Information and Technology) Vol 10 No 1 (2022): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v10i1.674

Abstract

Education is a conscious and planned effort to create an atmosphere and learning process so that students are actively able to develop the potential that exists within themselves. However, during the Covid-19 pandemic, the learning process cannot be carried out in educational institutions or schools so that learning process is not optimal. One of the affected schools is SDN Purwantoro 2 Malang. One solution is to create applications using augmented reality technology that can support learning in accordance with what is applied in schools. Augmented Reality allows users to see two-dimensional or three-dimensional virtual objects used in the real world. with marker based tracking method. To introduce animals in 3D and display animations of these animals. The resulting application is android based and designed using Unity.