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Journal : EDUMATIC: Jurnal Pendidikan Informatika

Penerapan Augmented Reality pada Pengenalan Hewan Purbakala berdasarkan Jenis Makanan berbasis Android Shabrina Ziha Fidela; Rr. Hajar Puji Sejati
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.22123

Abstract

Ancient animals are animals that lived in the past and are now extinct. After the extinction of ancient animals, various information about these animals can only be seen through books and museums, where they show only fossils of ancient animals. Most people know the ancient animals as T-Rex, but in fact they have a variety of species up to their food type. The purpose of this research is to create an application to introduce ancient animals that have been divided by food type, namely carnivores, herbivores, and omnivores by utilizing augmented reality to replace books and museums. This research used quantitative research in the form of questionnaires to 7D class SMP Negeri 3 Mlati. The questionnaire was processed using the likert scale and the Interval Level Value (NJI) to obtain the application eligibility interval scale. The method used to build applications using the Multimedia Development Life Cycle consists of six stages: concept, design, collecting material, assembly, testing, and distribution. The test on this research used black box, angle and distance testing, and questionnaire results. The result of this research showed that functionally the features and benefits of the application in introducing ancient animals using augmented reality to people earned a merit of 4.19. Based on the NJI interval scale, the value of 4.19 is a good category so that applications are worth distributed to the public in place of books and museums. 
Penerapan Teknologi Augmented Reality sebagai Media Pembelajaran Interaktif Tata Surya Meisye Putri Azizah; Rr. Hajar Puji Sejati
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.22531

Abstract

Learning the solar system through books has been a major choice over time. This learning is considered monotonous because of the limited interaction of students with the delivery of material. The book only presents text and static images of the solar system planets that limit their safety. The research is aimed at building an application as an interactive learning medium in the solar system that utilizes augmented reality technology to overcome restrictions on books. Using the Multimedia Development Life Cycle (MDLC) method as a systematic framework that has six stages, namely concept, design, material collection, assembly, testing, and distribution, The research has successfully built an augmented reality solar system application using Unity 3D on Android devices. The application uses a marker-based tracking method, where there is an image card that will be identified by the camera and then processed to display 3D Solar System planet objects, matter, and voice elements on the smartphone screen. Tested applications using black box testing techniques on application features and image markers show that all systems are running well, so applications can be distributed to Tlacap State SD. Through this built-in Solar System Augmented Reality application, learning becomes more interactive, and students' understanding of the planets of the Solar System can be enhanced.