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INDONESIA
Journal of Engineering, Technology, and Applied Science (JETAS)
ISSN : 27217949     EISSN : 27218090     DOI : https://doi.org/10.36079/lamintang.jetas
The aim of this journal is to publish high-quality articles dedicated to all aspects of the latest outstanding developments in the field of Engineering, Technology and Applied Science. Subject areas cover, but not limited to Physics, Chemistry, Biology, Environmental Sciences, Geology, Engineering, Agriculture, Biotechnology, Nanotechnology, Mathematics and Statistics, Computer Science, Architecture, Industrial and all other science and engineering disciplines.
Articles 78 Documents
Web-Based Interactive Multimedia Courseware for the ‘Discovering Computer’ in the Self-Learning Strategies Concept Salman, Noralia Akilah; Mohamad Rasli, Roznim
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 3 No 3: December 2021
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0303.318

Abstract

Teknologi multimedia interaktif telah menyumbang kepada proses pengajaran dan pembelajaran yang lebih efektif khususnya dalam penggunaan perisian instruksional koswer. Tujuan kajian ini adalah untuk membangunkan koswer multimedia interaktif bagi pelajar universiti untuk mempelajari dengan lebih mendalam berkenaan komputer yang bertajuk Discovering Computer. Koswer ini dibangunkan dengan menggunakan metodologi ADDIE yang terdiri daripada modul pelajar, video pembelajaran dan koleksi latihan. Pengujian kebolehgunaan meliputi isi kandungan kursus, kebolehcapaian, reka bentuk antara muka dan kebolehfungsian dijalankan dengan menggunakan kaedah tinjauan kuantitatif yang melibatkan seramai 33 orang sampel. Sasaran utama koswer ini ialah pelajar universiti yang berumur di antara 18 tahun ke 25 tahun sahaja. Dapatan menunjukkan bahawa kandungan pembelajaran di dalam koswer ini adalah lebih menarik dan interatif berbanding pembelajaran menggunakan teknik pengajaran tradisional iaitu berasaskan buku. Selain itu, pengguna koswer ini dapat meningkatkan mutu dan prestasi pengajaran dan pembelajaran (bahan bantu mengajar) dan juga meningkatkan pengalaman dan motivasi pelajar. Web-Based Interactive Multimedia Courseware for the ‘Discovering Computer’ in the Self-Learning Strategies Concept Abstract: Interactive multimedia technology has contributed to a more effective teaching and learning process, especially in the use of instructional software. The purpose of this study is to develop an interactive multimedia courseware for university students to learn more about computer entitle Discovering Computer. This courseware is developed by using the ADDIE methodology comprises of student modules, learning videos and a collection of exercises. Software Usability testing consist of course content, accessibility, interface design and functionality were evaluated using a quantitative survey method that involving 33 samples respondents by student in different categories. The main target of this study is university student‘s aged between 18 and 25 years old. Findings indicate that the learning content in this book is more interesting and interactive than learning using traditional teaching technique, book based learning. In addition, this courseware can enhance the quality and performance of teaching and learning (teaching aids) and also improve student’s experience and motivation. Keywords: Computer Teaching and Learning, Interactive Multimedia Courseware, Self-Paced Learning Strategies, Teaching Aids.
UPSI Champ Website Prototype Development Muhamad Azhar, Puteri Nur Insyirah; Abdul Rahman, Mohd Hishamuddin
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 1: April 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0401.350

Abstract

Tujuan kajian ini dijalankan adalah untuk membangunkan dan menilai kebolehgunaan prototaip Laman Web CHAMP UPSI di kalangan pelajar UPSI. Comprehensive and Holistic Activities Mapping Protocol (CHAMP) merupakan satu sistem baharu dimana ia diwujudkan untuk mengukur tahap pencapaian dan kualiti penglibatan pelajar UPSI dalam aktiviti kokurikulum tidak berkredit yang diluluskan UPSI. Selain menyediakan garis panduan CHAMP yang jelas, Laman Web CHAMP UPSI akan bertindak sebagai platform yang khusus untuk memaparkan semua program yang dianjurkan di UPSI dengan lebih sistematik. Sistem CHAMP yang terdapat pada laman web ini pula membolehkan pelajar UPSI menyemak status CHAMP mereka dari masa ke masa. Reka bentuk bagi kajian ini adalah berdasarkan model ADDIE. Penilaian kebolehan laman web ini dijalankan bagi mengetahui persepsi pengguna dari aspek antara muka, kebolehfungsian dan kebolehgunaan prototaip. Responden kajian adalah terdiri daripada pelajar UPSI dan hasil kajian secara keseluruhan aspek menunjukkan skor min yang tinggi iaitu sebanyak 4.86. Daripada hasil kajian yang diperoleh, diharapkan prototaip laman web ini dapat memberi manfaat kepada semua pihak yang memerlukan terutamanya pelajar UPSI. UPSI Champ Website Prototype Development Abstract: This study aims to develop and evaluate the usefulness of CHAMP UPSI website prototype among UPSI students. Comprehensive and Holistic Activities Mapping Protocol (CHAMP) is a new sistem where it was created to measure the level of achievement and quality of UPSI students' involvement in non credited co-curricular activities approved by UPSI. Despite providing clear CHAMP guidelines, CHAMP UPSI website will act as a specific platform to display all programs organized at UPSI more systematically. Plus, The CHAMP system provided on this website allows UPSI students to check their CHAMP status from time to time. The design for this study was based on the ADDIE model. The evaluation of the capabilities of this website was conducted to find out the user's perception in terms of interface, functionality and usability of the prototype. Respondents of the study consisted of UPSI students and the results of the study as a whole showed a high mean score of 4.86. From the results obtained, it is hoped that the prototype of this website can benefit all parties in need, especially UPSI students. Keywords: CHAMP UPSI, Co-Curricular, Website.
Information System for Data Processing of Ayam Kampung Farms on CV. Dua Saudara Mobile Web Based Wulandari, Putri; Putri, Weni Lestari; Hendro Wahyudiono, Pratiwi
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 1: April 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0401.351

Abstract

CV. Dua saudara merupakan usaha yang bergerak dalam bidang industri peternakan ayam khususnya ayam kampung pedaging yang berlokasi di Tanjung Pinang. Proses pengolahan data masih dilakukan dengan pencatatan secara manual, sehingga menyebabkan karyawan lama atau kurang efektif dalam melakukan pekerjaan. Ditambah lagi banyaknya data yang akan diolah maka kemungkinan salah pada saat proses pencacatan manual sangat besar. Tujuan dari peneliatian ini adalah untuk membuat sebuah sistem informasi pengolahan data peternakan ayam menggunakan Bootstrap, PHP , dan MySql sebagai database. Sistem ini dirancang berbasis web mobile dengan menggunakan metode system development life cycle (SDLC) yaitu: perencanaan, analisis, desain, implementasi, dan pemeliharaan serta menggunakan beberapa metode pengumpulan data yaitu studi pustaka, observasi,dan wawancara dengan pemilik usaha. Pemodelan yang digunakan yaitu Data Flow Diagram (DFD) dan Entity Relationship Diagram (ERD). Hasil dari penelitian ini diharapkan dapat memudahkan karyawan dan pemilik CV. Dua Saudara agar dapat mengolah dan mengakses data dengan mudah dan mampu membuat pengolahan data menjadi lebih efektif dan efisien. Information System for Data Processing of Ayam Kampung Farms on CV. Dua Saudara Mobile Web Based Abstract: CV. Dua Saudara is a business engaged in the chicken industry, especially broiler chickens located in Tanjung Pinang. The data processing process is still done by recording manually, thus causing old employees or less effective in doing work. In addition, there is a large amount of data to be processed, so the possibility of errors during the manual logging process is very large. The purpose of this research is to create an information system for processing chicken farm data using Bootstrap, PHP, and MySql as databases. This system is designed based on mobile web using the System Development Life Cycle (SDLC) method, namely: planning, analysis, design, implementation, and maintenance as well as using several data collection methods, namely literature study, observation, and interviews with business owners. The modeling used is Data Flow Diagram (DFD) and Entity Relationship Diagram (ERD). The results of this study are expected to facilitate employees and CV owners Dua Saudara can process and access data easily and be able to make data processing more effective and efficient. Keywords: Blackbox Testing, Information System, Web Mobile.
Project Management Application Design, Tasks and Collaboration in Improving Employee Performance Endi, Alzaidi; Afrina; Wahyudiono, Pratiwi Hendro
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 1: April 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0401.352

Abstract

Perkembangan sistem informasi manajemen telah menyebabkan terjadinya perubahan yang signifikan dalam pola pengambilan keputusan yang dilakukan oleh manajemen pada tingkat operasional dan pimpinan. Penelitian ini bertujuan untuk merancang dan mengimplementasikan Aplikasi Manajemen Proyek, Tugas dan Kolaborasi Dalam Meningkatkan Kinerja Pegawai yang diharapkan dapat bermanfaat untuk membantu dalam mengatur dan mengontrol sebuah proyek pengembangan perangkat lunak di TIK BP Batam sehingga proyek yang dikerjakan dapat berjalan dengan baik dan selesai tepat waktu serta dapat meningkatkan kinerja pegawai TIK BP Batam. Project Management Application Design, Tasks and Collaboration in Improving Employee Performance Abstract: The development of management information systems has led to significant changes in the pattern of decision making by management at the operational and leadership levels. This study aims to design and implement Project Management Applications, Tasks and Collaboration in Improving Employee Performance which is expected to be useful for assisting in managing and controlling a software development project at ICT BP Batam so that the projects carried out can run well and be completed on time and can improve the performance of ICT BP Batam employees. Keywords: Information System, Project Management Application, Increasing Performance.
Determination of Total Flavonoid Content of the n-Hexane Fraction of Gelinggang Leaf Extract by UV-Vis Spectrophotometric Method Satria, Romi; Hakim, Ali Rakhman; Darsono, Putri Vidiasari
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 1: April 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0401.353

Abstract

Indonesia memiliki kekayaan alam yang berlimpah, yang dimanfaatkan sebagai obat tradisional untuk masyarakat. Daun Gelinggang (Senna alata L) memiliki aktivitas antijamur berdasarkan senyawa metabolit sekunder berupa flavonoid, saponin, tanin steroid, alkaloid yang diharapkan dapat menjadi alternativ lain dalam pengobatan antijamur. Tujuan penelitian ini adalah untuk menganalisis kadar flavonoid total dari fraksi Daun Gelinggang dengan metode spektrofotometri UV-Vis. Penelitian ini menggunakan Analisis kualitatif mengidentifikasi senyawa flavonoid sedangkan analisis kuantitatif untuk menentukan kadar flavonoid menggunakan spektrofotometri uv-vis yang akan diperoleh nilai dari absorbansi dimasukkan ke dalam persamaan regresi linear yaitu y = bx + a yang diperoleh dari kurva kalibrasi perbandingan dan hasil dinyatakan dalam satuan mg/gram dan persen. Hasil penelitian dari identifikasi uji warna shinoda pada ekstrak daun gelinggang positif mengandung flavonoid yang berwarna hijau lumut dan penetapan kadar flavonoid total dari daun gelinggang sebesar 2,563%. Dari penelitian ini dapat disimpulkan bahwa fraksi n-heksana memiliki kadar flavonoid sebesar 2,563%. Determination of Total Flavonoid Content of the n-Hexane Fraction of Gelinggang Leaf Extract by UV-Vis Spectrophotometric Method Abstract: Indonesia has abundant natural resources, which are used as traditional medicine for the community. Gelinggang leaf (Senna alata L) have antifungal activity based on secondary metabolites in the form of flavonoids, saponins, steroid tannins, and alkaloids which are expected to be other alternatives in antifungal treatment. The research objective is to analyze the total flavonoid content of the Gelinggang Leaf fraction using the UV-Vis spectrophotometry method. This study used qualitative analysis to identify flavonoid compounds and quantitative analysis to determine flavonoid levels using UV-Vis spectrophotometry. The absorbance value obtained is entered into the linear regression equation, namely y = bx + a from the comparison calibration curve and the results are expressed in units of mg/gram and percent. The results of the identification of the Shinoda color test on Gelinggang leaf extract were positive for moss-green flavonoids and the determination of the total flavonoid content of Gelinggang leaf was 2.563%. From this study, it can be concluded that the n-hexane fraction has a flavonoid content of 2.563%. Keywords: Gelinggang Leaf, N-hexane Fraction, Total Flavonoid Content, UV-VIS Spectrophotometry Method.
The relationship between Learning Readiness and UKNI Retaker Graduation Results Online Guidance at Sari Mulia University Banjarmasin Basit, Mohammad; Mambang; Nisa, Reny Ayu
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 1: April 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0401.354

Abstract

Masih rendahnya persentasi kelulusan mahasiswa pada uji kompetensi ners pada bulan oktober 2018 khususnya pada 5 isntitusi swasta yang ada di kalimantan selatan yang mengikuti sebanyak 641 peserta dan yang dinyatakan tidak kompeten sebanyak 367 peserta. Permasalah yang sering rateker alami yaitu lokasi tempat tinggal yang tersebar, dari masalah tersebut rateker mengikuti bimbel secara online. Melalui bimbel online ada permasalahan yang dialami yaitu kurang pemahaman dalam menganalisis soal, kurang semangat belajar, kurang fokus mengikuti bimbel, dan kesibukan bekerja pada saat mengikuti bimbingan belajar online. Tujuan penelitian ini adalah untuk mengetahui Hubungan Kesiapan Belajar terhadap Hasil Kelulusan Rataker UKNI Bimbingan online Universitas Sari Mulia Banjarmasin. Penelitian ini menggunakan pendekatan kuantitatif. Pengumpulan data primer dengan kuesioner, diambil dengan teknik total sampling dan data dianalisis mengunkan uji chi Square. Berdasarkan kesiapan belajar yang mempengaruhi hasil kelulusan menyatakan bahwa dari 39 responden yang dinyatakan kesiapan belajar yang terbanyak adalah kesiapan belajar kurang sebanyak 16 responden dengan hasil kekulusan tidak kompeten sehingga dapat disimpulkan bahwa rendahnya kesiapan belajar cukup kuat untuk mempengaruhi dan akan menurukan hasil kelulusan. The relationship between Learning Readiness and UKNI Retaker Graduation Results Online Guidance at Sari Mulia University Banjarmasin Abstract: The percentage of student graduation is still low in nurses' competency test in October 2018 especially in the 5 private institutions in South Kalimantan that participated in as many as 641 participants and 367 participants were declared incompetent. The problem that is often a natural rateker is the location of a scattered residence, from these problems rateker follow tutoring online. Through online tutoring there are problems that are experienced namely lack of understanding in analyzing questions, lack of enthusiasm for learning, lack of focus in taking lessons, and busy working when following online tutoring. Reserach Objective is to find out the Relationship between Learning Readiness and UKNI Rataker Graduation Results Online Tutoring at Sari Mulia University, Banjarmasin. This research uses a quantitative approach. Primary data collection by questionnaire, taken with total sampling techniques and analyzed data using chi square test. Based on the readiness of learning that affects the graduation results stated that of the 39 respondents who stated the most learning readiness was less readiness as many as 16 respondents with incompetent sincerity results. That the lack of learning readiness is strong enough to influence and will reduce the graduation results. Keywords: Graduation Results, Learning Readiness, UKNI.
Mathematical Subjects Computerized Games in the Basic Operations Topics Che Mohd Sukri, Nur Syazwi; Abdul Rahman, Mohd Hishamuddin
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.378

Abstract

Mata pelajaran Matematik sentiasa mengalami anjakan paradigma apabila unsur-unsur baru dimasukkan ke dalam sukatan pelajarannya bagi memenuhi kehendak dan cabaran masa hadapan setiap pelajar. Matlamat pendidikan matematik sekolah rendah ialah untuk membina kemahiran asas mengira. Justeru itu program Matematik sekolah rendah memberi tumpuan kepada kemahiran mengira iaitu tambah, tolak, darab, bahagi dan penyelesaian masalah harian secara berkesan. Aplikasi ini telah dibangunkan untuk memberi keseronokan kepada murid untuk bermain sambil belajar dalam topik Operasi Asas dalam subjek Matematik. Setelah aplikasi ini dibangunkan, borang soal selidik telah diedarkan untuk memastikan aplikasi ini dijalankan mengikut spesifikasi yang ditetapkan oleh permainan komputer. Dengan pembelajaran dan pengajaran topik ini menjadi lebih menarik. Permainan ini terdiri daripada 5 peringkat. Berdasarkan hasil kajian, para pengguna berpuas hati dengan permainan komputer ini yang menjadikannya lebih mudah dan lebih menarik dalam pembelajaran untuk murid. Mathematical Subjects Computerized Games in the Basic Operations Topics Abstract: New elements are included in Mathematics subject as a syllabus to meet the future needs and challenges of each student. The goal of primary school mathematics education is to build basic counting skills. Therefore, the primary school Mathematics program focuses on counting skills, such as addition, subtraction, multiplication, division and effective daily problem solving. Application has been developed to give students fun to play while learning in the topic of Basic Operations in the subject of Mathematics. After the application was developed, a questionnaire was distributed to ensure that the application was carried out according to the specifications set by the computer game. By learning and teaching these topics become more attractive. The game consists of 5 levels. Based on the results of the study, users are satisfied with this computer game which makes it easier and more interesting in learning for students. Keywords: Basic Operation, Computer Game, Learning Tools.
Development of Online Courseware for Low-Achieving Special Education Students Learning Communication Jumi, Miliana; Muhamad Adnan, Muhamad Hariz
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.379

Abstract

In 2019, the government announced the Movement Control Order due to pandemic covid19. The situation leads to the closure of every school and premises to avoid the number of cases increasing. Every teacher conducts online classes where most of the students also facing difficulties in following the session. The study aims is to propose an online courseware for a lowly-achieving student based on communication subject. This study focuses on the development of courseware for form 1 of secondary school user. Lowly functional students are referring to students who unable to master the skills of reading, writing, and counting at a minimal level. The methodology used in this research is the evolutionary prototype with the integration of the SAM model, an instructional design model. A quantitative study was made among teachers and parents. As a result, a courseware called the BrightEdu were developed to help the children agree with the theoretical conclusions and research results of other authors.
Aplikasi Plant Structure Introduction Learning Application for Early Childhood using Augmented Reality Pratiwi, Adinda Putriani; Riyanto, Joko
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.382

Abstract

Pemanfaatan Teknologi Informasi (TI) dalam proses penyampaian informasi mengalami perkembangan pesat. Saat ini, teknologi terbaru yang digunakan dalam penyampaian informasi adalah teknologi Augmented Reality (AR). Pada teknologi AR, pengguna dapat menvisualisasikan objek dalam bentuk 3 dimensi. AR memiliki kelebihan bersifat interaktif dan real time sehingga AR banyak diimplementasikan di berbagai bidang. Di dunia pendidikan, AR digunakan sebagai media untuk mengenalkan struktur dan fungsi tumbuhan, terlebih mengenai mata pelajaran IPA yang terkesan susah dipahami di kalangan para pelajar. Media pembelajaran Augmented Reality Struktur dan Fungsi Tumbuhan dibuat melalui android menggunakan Unity 3D dengan Vuforia, dan menggunakan bahasa pemrograman C#, serta untuk design tampilan aplikasi menggunakan software 3D Studio Max. Dan untuk metode pengembangan perangkat lunak yang digunakan adalah waterfall. Untuk pengujian aplikasi yang dilakukan menggunakan Blackbox. Hasil dari penelitian ini adalah menjadikan proses belajar-mengajar peserta didik lebih interaktif dan inovatif. Plant Structure Introduction Learning Application for Early Childhood using Augmented Reality Abstract: Utilization of Information Technology (IT) in the process of delivering information has developed rapidly. Currently, the latest technology used in the delivery of information is Augmented Reality (AR) technology. In AR technology, users can visualize objects in 3-dimensional form. AR has the advantage of being interactive and real time so that AR is widely implemented in various fields. In the world of education, AR is used as a medium to introduce the structure and function of plants, especially regarding science subjects which seem difficult to understand among students. Learning media for Augmented Reality Structure and Function of Plants is made using Android using Unity 3D with Vuforia, and using the C# programming language, as well as for application display design using 3D Studio Max software. And for the software development method used is the waterfall. For application testing carried out using Blackbox. The result of this research is to make the teaching and learning process of students more interactive and innovative. Keywords: Augmented Reality, Plant Structure and Function, Unity 3D, Vuforia, Waterfall.
Animal Identification Learning Media for Elementary School Students Using Android-Based Augmented Reality Irfansyah, Juki; Anifah, Lilik
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 2: August 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0402.384

Abstract

Rumusan kompetensi sikap, pengetahuan, dan keterampilan yang dipergunakan dalam Kurikulum 2013 mengedepankan pentingnya kreativitas dan komunikasi. Metode pembelajaran yang digunakan untuk kurikulum 2013 pada tingkat SD berikut menggunakan pendekatan pembelajaran tematik. Dimana guru dituntut untuk memberikan materi pembelajaran dengan cara yang kreatif dan inovatif maka dari itu salah satu alternatifnya berupa sebuah media pembelajaran interaktif. Media pembelajaran dalam hal ini memakai fitur yang terbilang masih baru yaitu fitur Augmented Reality dimana fitur ini memadukan antara objek nyata dengan objek maya. Media pembelajaran ini dibuat dengan menggunakan software Unity3D dengan memasukan unsur objek 3D yang dibuat dengan menggunakan software Blender/Lightwave 3D sebagai peraga. Materi pembelajaran diambil dari buku panduan Kelas 1 SD Kurikulum 2013 mengenai Hewan di Sekitarku. Hasil dari pengujian aplikasi Pengenalan Hewan dapat berjalan pada berbagai perangkat mobile Android. Berdasarkan hasil data pengujian dapat disimpulkan bahwa aplikasi ini dapat membantu meningkatkan minat dan pemahaman siswa dalam belajar. Animal Identification Learning Media for Elementary School Students Using Android-Based Augmented Reality Abstract: The learning method used for the 2013 curriculum at the following SD level uses the thematic learning approach. Where teachers are required to provide learning material in a creative and innovative way, then one of the alternatives is in the form of an interactive learning media. The learning media in this case uses a feature that is still relatively new, namely the Augmented Reality feature where this feature combines real objects with virtual objects. This learning media is made using Unity3D software by including 3D object elements made using Blender/Lightwave 3D software as props. The learning material is taken from the 2013 Curriculum Class 1 SD guidebook on Animals Around Me. The results of testing the Animal Identification application can run on various Android mobile devices. Based on the results of the testing data, it can be concluded that this application can help increase students' interest and understanding in learning. Keywords: Animal Identification, Augmented Reality, Lightwave 3D.