PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY PADA ELEMEN GAMBAR TEKNIK DI SMK DHUAFA PADANG - Astrid Rahma Putri; Ari Syaiful Rahman Arifin; Juniman Silalahi; Muhammad Ihsan (EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 2026)
ABSTRACT This research was motivated by students' low ability to understand two-dimensional (2D) and three-dimensional (3D) technical drawings in the Building Engineering Drawing subject at SMK Dhuafa Padang. The use of conventional teaching methods has made it difficult for students to visualize building forms realistically, resulting in low learning motivation and interest. This study aimed to develop an Augmented Reality (AR)-based learning media that is valid and practical to help students understand the relationship between 2D and 3D drawings. This study employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The research subjects were eleventh-grade students of the Building Design and Information Modeling (DPIB) program at SMK Dhuafa Padang. Data were collected through observation, interviews, documentation, and questionnaires. The results showed that the AR-based learning media achieved a media validation score of 95%, categorized as very good, and an instrument validation score of 92.5%, also categorized as very good. Furthermore, students responded positively to the media because it was easy to use, engaging, and helpful in understanding technical drawing concepts more concretely. Therefore, the AR-based learning media is considered feasible for use as a learning medium in technical drawing subjects at vocational high schools. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya kemampuan siswa dalam memahami gambar teknik dua dimensi (2D) dan tiga dimensi (3D) pada mata pelajaran Gambar Teknik Bangunan di SMK Dhuafa Padang. Pembelajaran yang masih menggunakan metode konvensional menyebabkan siswa kesulitan memvisualisasikan bentuk bangunan secara nyata sehingga motivasi dan minat belajar siswa menjadi rendah. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) yang valid dan praktis untuk membantu siswa memahami hubungan antara gambar 2D dan 3D. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah siswa kelas XI DPIB SMK Dhuafa Padang. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dokumentasi, dan angket. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis AR memperoleh persentase validasi media sebesar 95% dengan kategori sangat baik dan validasi instrumen sebesar 92,5% dengan kategori sangat baik. Selain itu, siswa memberikan tanggapan positif terhadap media karena mudah digunakan, menarik, dan membantu memahami konsep gambar teknik secara lebih konkret. Dengan demikian, media pembelajaran berbasis AR dinyatakan layak digunakan sebagai media pembelajaran pada mata pelajaran gambar teknik di SMK.