Tengku Khairil Ahsyar
Universitas Islam Sultan Syarif Kasim Riau, Pekanbaru

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Pengenalan Aplikasi Augmented Reality Sebagai Media Pembelajaran Konstruksi Bangunan Berbasis Android Rahmad Kurniawan; Muhammad Luthfi Hamzah; Tengku Khairil Ahsyar; Eki Saputra; Syaifullah Syaifullah
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2739

Abstract

Augmented Reality is a technology that combines virtual objects into a real environment and then projects these differences at the same time. The application of ICT-based teaching (Information, Communication and Technology) or better known as TIK (Technology, Information and Communication) at SMKN 2 Pekanbaru which supports various IT-related means starting from Network, Software and Hardware. Especially in the building drawing engineering major, the use of IT is good enough to support learning, such as software that supports CAD programs. In addition, SMKN 2 Pekanbaru also has supporting hardware such as computers, laptops and tablets. Based on this, the creation of building construction augmented reality applications as an innovative and interesting learning media can make maximum use of the school facilities that have been provided. This study uses the Agile method as an application design method that focuses on advanced development and Unity 3D as software in building construction augmented reality applications, As well as the Vuforia SDK as a device that allows the creation of augmented reality applications. This study also uses the black box and system usability scale (SUS) with the Category “Good” of 70.075% as a method of application testing that produces an evaluation of learnability of 96%, efficiency matrix of 0.001/SEC, and error metrix of 0.11.
Perancangan Aplikasi Rumah Adat Indonesia Berbasis Android Menggunakan Augmented Reality Mufti Mufti; Muhammad Lutfhi Hamzah; Eki Saputra; Tengku Khairil Ahsyar; Syaifullah Syaifullah
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2749

Abstract

One of the materials taught in school subjects is material about traditional houses. However, in its development, many of the students did not understand and did not know about traditional houses in Indonesia because a lot of material about these traditional houses was only conveyed using books. Information and learning about traditional houses from books can only be obtained from the front view or two dimensions, this is what makes children tend to feel bored and uninterested in studying and knowing traditional houses in Indonesia. So the introduction of Indonesian traditional houses needs to be done with an application using Augmented Reality technology that is applied to Android smartphones that can help Pekanbaru 2 Vocational High School students and Android smartphone users to learn and inform about traditional houses in Indonesia. The design of this application is made using Unity and Vuforia Software. It is hoped that this application can help users easily get to know and learn about Indonesian traditional houses.