Pengembangan Media Pembelajaran Augmented Reality Berbasis Android Pada Materi Perangkat Keras Komputer di SMK YPS Samarinda - Setiawan, Qalbi Teguh; Galih Yudha Saputra; Romisa, Fahmi (Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi, 2024)
Abstrak Berdasarkan hasil analisis kebutuhan guru dan peserta didik yang dilakukan, diketahui bahwa pada materi perangkat keras komputer kelas X TJKT di SMK YPS Samarinda, kurangnya variasi bahan ajar dan terbatasnya alat praktik komputer, maka tujuan penelitian ini adalah mengembangkan media pembelajaran augmented reality perangkat keras komputer. Metode penelitian ini menggunakan R&D dengan model Waterfall yang mencakup empat tahap yaitu, Analisis, Desain, Pengkodean, dan Pengujian. Media dalam pengembangan ini menggunakan Unity. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan peneliti dilakukan validasi oleh 3 validator ahli media memperoleh persentase rata-rata 91,67% dan validasi oleh 1 validator ahli materi memperoleh persentase rata-rata 94,12% dengan kategori “Sangat Valid”. Berdasarkan hasil validasi media dan materi, didapatkan persentase rata-rata 93,61% dengan kriteria validitas “Sangat Valid”. Kemudian dilakukan pengambilan respons oleh 1 guru memperoleh persentase rata-rata sebesar 93% dan 21 peserta didik kelas X memperoleh rata-rata sebesar 91% dengan kriteria “Sangat Baik”. Maka dapat disimpulkan media pembelajaran augmented reality dengan model Waterfall menurut para ahli berdasarkan validasi dinyatakan sangat valid dan layak, serta respons guru dan peserta didik yang masuk dalam kategori sangat baik untuk digunakan. Kata Kunci: Augmented reality; Media Pembelajaran; Model Waterfall; Unity.   Abstract Based on the analysis of the needs of teachers and students conducted, it was found that in the subject of computer hardware for class X TJKT at YPS Samarinda, there is a lack of variation in teaching materials and limited practical computer tools. Therefore, the aim of this research is to develop augmented reality learning media for computer hardware. This research method uses R&D with the Waterfall model, which includes four stages: Analysis, Design, Coding, and Testing. The media in this development uses Unity. The research results show that the learning media developed by the researcher underwent validation by 3 media expert validators, achieving an average percentage of 91.67%, and validation by 1 content expert validator, achieving an average percentage of 94.12%, both categorized as "Very Valid." Based on the results of the media and content validation, an average percentage of 93.61% was obtained, with a validity criterion of "Very Valid." Subsequently, feedback was collected from 1 teacher, resulting in an average percentage of 93%, and from 21 tenth-grade students, yielding an average of 91%, categorized as "Very Good." Therefore, it can be concluded that the augmented reality learning media with the Waterfall model is deemed very valid and suitable according to the experts and receiving very good responses from the teacher and the students for use. Keywords: Augmented reality; Instructional Media; Waterfall Model; Unity.