Yuli Asriningtias
Program Studi Informatika, Universitas Teknologi Yogyakarta

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Aplikasi Teknologi Augmented Reality untuk Media Pembelajaran Olahraga Renang Maria Lysis Sastra Kurnia Jastradaf; Yuli Asriningtias
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.v7i2.23234

Abstract

Swimming is a popular water sport, but the current learning process still relies on traditional printed books. To enhance the learning experience of this sport, this study aims to create and develop learning materials that use augmented reality technology. The research applies the waterfall software engineering method, which includes analysis, system design, implementation, and testing. During the analysis stage, observational data and questionnaires are collected to determine the application's scope. The system design stage includes conceptual design in the form of use cases and physical design in interface design. The design implementation phase is carried out using Unity 3D. The testing phase involves testing the feasibility of media and products using dichotomous scales and black box testing. Our research shows that augmented reality technology can be used as a tool for learning swimming sports. Our tests showed that the product feasibility is 94.7% and media feasibility is 95%. This proves that the application is highly feasible according to media experts and user respondents. The results of black box testing also show that the functionality of the system has been responsive, accurate, compatible, and successful to run all menus and features. Thus, this application can be distributed to be used as a medium for learning swimming sports.
Aplikasi Mobile Augmented Reality untuk Mendukung Pengenalan Aksara Sunda Muhamad Imam Ilham; Yuli Asriningtias
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.v7i2.23602

Abstract

Currently, the Sundanese script is slowly being ignored by the community, especially children, because of a lack of knowledge about the recognition of the letter. This script is only taught in schools with conventional models, thus making some children feel bored and less interested in learning Sundanese script. Augmented reality (AR) technology can now be utilized in the field of education. The purpose of this study is to build an AR application of Sundanese script using the marker-based tracking method to attract the interest of the community and children in learning Sundanese script. This application is made using Unity software. This research is development research using the Software Development Life Cycle (SDLC) Waterfall model. The stages carried out are the stages of analysis, design, implementation, and finally testing. Our findings are Sundanese AR applications using the marker-based tracking method. In this application, there are features like Main, Marker, Guide, History, and Quiz. The results of black box testing show in all features are working properly. Eligibility results with questionnaire instruments obtained an average percentage of 88.9% from 182 respondents who fell into the very feasible category. So, from previous research, the application was successfully developed with the Sundanese script Ngalagena, Swara, Angka, Rarangken and the history of Sundanese script and practice questions.