Proceeding of International Conference Health, Science And Technology (ICOHETECH)
2026: Proceeding of the 7th International Conference Health, Science And Technology (ICOHETECH)

AUGMENTED REALITY LEARNING MEDIA FOR COMPUTER ASSEMBLY: SUPPORTING SDG 4 QUALITY EDUCATION

Lubna Lubna (Universitas Duta Bangsa Surakarta)
Buyut Khoirul Umri (Universitas Amikom Yogyakarta)
Sahrul Amir Romadhon (Universitas Amikom Yogyakarta)



Article Info

Publish Date
26 Sep 2026

Abstract

Understanding computer components and assembly procedures is a fundamental competency for information technology students, yet conventional two-dimensional media cannot interactively visualize the shape, position, and correct sequence of component installation. Hands-on practice also carries the risk of hardware damage and requires substantial cost, limiting equitable access to quality technical education. This study develops an Augmented Reality (AR)-based interactive learning platform for computer assembly on the Android platform as a digital innovation supporting SDG 4 (Quality Education). The platform was developed using the Multimedia Development Life Cycle (MDLC) method, comprising concept, design, material collecting, assembly, testing, and distribution stages. Key features include Play AR, marker scanning, 3D component models, component descriptions, tutorial animations, and an interactive quiz. Blackbox testing confirmed that all core features function as designed. A usability evaluation using the System Usability Scale with 25 respondents produced an average score of 81.00, placing the application in the Excellent category and exceeding the score of an earlier VR-based simulation. These results indicate that the platform is feasible as an interactive, low-risk, and cost-effective learning medium that widens access to quality technical education in the digital era.

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