Media Pengenalan Budaya Besemah Berbasis Augmented Reality Menggunakan Metode MDLC

Authors

  • Lendy Rahmadi Universitas Lembah Dempo
  • Heriansyah Heriansyah Universitas Lembah Dempo
  • Hairil Akbar Universitas Lembah Dempo

DOI:

https://doi.org/10.55606/jupikom.v4i3.5231

Keywords:

Augmented Reality, multimedia, MDLC

Abstract

This research aims to design and develop an Augmented Reality (AR)-based application as a medium for introducing and learning Besemah culture, particularly for the community of Pagar Alam City. Besemah culture, rich in history and traditions, is increasingly forgotten due to globalization and the lack of attractive media. The proposed application presents interactive information about traditional houses, traditional clothing, musical instruments, and local traditions. The development process follows the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: concept, design, material collection, assembly, testing, and distribution. The results show that the application can display 3D cultural objects and provide cultural information interactively, making it easier for users to learn about Besemah culture. Black-box testing indicates that all application functions run as expected, while beta testing with community participants shows positive responses to usability and content quality. This research is expected to contribute to the preservation of local culture and serve as an innovative educational medium for the younger generation.

References

[1] L. Rahmadi, M. Junius Effendi, R. J. Saputra, and R. Artikel, “Rancang bangun sistem informasi terhadap objek bersejarah situs megalitikum kota pagar alam dengan virtuality Berbasis android INFORMASI ARTIKEL ABSTRAK,” 2024. [Online]. Available: https://www.ejournal.lembahdempo.ac.id/index.php/Uniled-SISKOMTI

[2] “View of Pemanfaatan Teknologi Augmented Reality sebagai Media Komunikasi Informasi dalam Dunia Bisnis”.

[3] M. A. Salam and M. Fadhli, “Aplikasi pengenalan kebudayaan Aceh berbasis augmented reality untuk pramuwisata,” Jurnal Ilmiah Rekayasa dan Manajemen Sistem Informasi, vol. 6, no. 1, pp. 63–70, 2020.

[4] N. H. Nuzul, H. Wibowo, and Y. S. Pradana, “Pengembangan media pembelajaran berbasis augmented reality untuk pengenalan peninggalan sejarah,” Jurnal Teknologi Informasi dan Pendidikan, vol. 17, no. 2, pp. 112–121, 2024.

[5] L. Rahmadi, M. Triawan, dan Mira Rosalena, “Pengembangan Game Edukasi "MALAYA" Untuk Pengenalan Tata Surya berbasis Android pada SD Negeri 33 Pagar Alam,” Informatics and Computer Engineering Journal, vol. 4, no. 2, pp. 53–63, 2024.

[6] M. Raihan, S. N. Ardiansyah, and F. Yuliana, “Pengembangan media pembelajaran organ tubuh manusia berbasis augmented reality menggunakan metode MDLC,” Jurnal Publikasi Ilmu Komputer dan Multimedia (JUPIKOM), vol. 14, no. 1, pp. 22–29, 2025.

[7] A. B. Saputra and R. T. Wahyudi, “Penerapan metode MDLC pada pengembangan media pembelajaran interaktif berbasis Android,” Jurnal Teknologi dan Sistem Informasi, vol. 10, no. 2, pp. 134–142, 2023.

[8] R. N. Anwar and D. P. Putri, “Pengembangan game edukasi berbasis multimedia interaktif dengan metode MDLC,” Jurnal Ilmu Komputer Terapan, vol. 9, no. 3, pp. 145–154, 2022.

[9] I. P. Sari, I. H. Batubara, A. H. Hazidar, and M. Basri, “Pengenalan Bangun Ruang Menggunakan Augmented Reality sebagai Media Pembelajaran,” Hello World Jurnal Ilmu Komputer, vol. 1, no. 4, pp. 209–215, Dec. 2022, doi: 10.56211/helloworld.v1i4.142.

[10] J. Hariadi, K. Pendidikan, D. Kebudayaan Direktorat, and J. Kebudayaan, IDENTITAS KULTURAL ORANG BESEMAH DI KOTA PAGARALAM. 2014.

[11] H. Musa, “Pentingnya Pendidikan Seni dan Budaya dalam Pembentukan Identitas Siswa Sekolah Dasar,” Journal of Humanities, Social Sciences, And Education (JHUSE), vol. 1, no. 4, 2025.

[12] R. Zami, “GHUMA BAGHI SEBAGAI IDENTITAS KESEJARAHAN MASYARAKAT BESEMAH DI PELANG KENIDAI,” 2020.

[13] Wawan, “Mengenal Genggong, Alat Musik Tradisional Kota Pagar Alam, Sudah Ada 3.000 Tahun Lalu Artikel ini telah tayang di TribunSumsel.com dengan judul Mengenal Genggong, Alat Musik Tradisional Kota Pagar Alam, Sudah Ada 3.000 Tahun Lalu, https://sumsel.tribunnews.com/2021/03/01/mengenal-genggong-alat-musik-tradisional-kota-pagar-alam-sudah-ada-3000-tahun-lalu.,” https://sumsel.tribunnews.com/.

[14] ahmad joniarla, “Mengenal Tradisi Lama Besemah yang Sudah Banyak Ditinggalkan,” https://rri.co.id/.

[15] L. Charina, “Analisis Manfaat Adat Begarehan dalam Masyarakat Besemah (Etnografi Komunikasi Masyarakat Kecamatan Jarai Kabupaten Lahat),” Jurnal Pendidikan IPS, vol. 4, no. 3, pp. 302–309, 2021, doi: 10.30998/herodotus.v4i3.10941.

[16] YUDISTIRA YUSTISIO, “217. YUDHISTIRA,” 2022.

[17] A. Latifah and N. Amelia, “Penerapan Virtual Reality Tour Untuk Inovasi Informasi Pariwisata Berbasis MDLC,” Jurnal Algoritma, vol. 22, no. 1, pp. 735–742, May 2025, doi: 10.33364/algoritma/v.22-1.1969.

[18] M. Paramita and Y. Pernando, “KLIK: Kajian Ilmiah Informatika dan Komputer Optimalisasi Pelayanan Laundry: Perancangan dan Pengembangan Aplikasi Mobile Android Easy Wash,” Media Online, vol. 4, no. 3, pp. 1888–1897, 2023, doi: 10.30865/klik.v4i3.1384.

[19] F. Arena, M. Collotta, G. Pau, and F. Termine, “An Overview of Augmented Reality,” Feb. 01, 2022, MDPI. doi: 10.3390/computers11020028.

[20] M. Sulistiyono, J. W. Hasyim, B. Bernadhed, F. Liantoni, and A. Sidauruk, “Comparative study of marker-based and markerless tracking in augmented reality under variable environmental conditions,” Journal of Soft Computing Exploration, vol. 5, no. 4, pp. 413–422, Dec. 2024, doi: 10.52465/joscex.v5i4.503.

[21] J. P. Figueras, “MASTER THESIS TITLE: Vuforia v1.5 SDK: Analysis and evaluation of capabilities MASTER DEGREE: Master in Science in Telecommunication Engineering & Management AUTHORS: Alexandro Simonetti Ibañez,” 2013.

[22] Z. Fanmita and G. Guspatni, “Designing Interactive Learning Application Using Markerless Augmented Reality on Evolution of Atomic Theory Material,” Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram, vol. 11, no. 3, p. 778, Jul. 2023, doi: 10.33394/j-ps.v11i3.8074.

[23] N. A. Kamaluddin, H. Kassim, and M. Kassim, “INTERNATIONAL JOURNAL ON INFORMATICS VISUALIZATION journal homepage : www.joiv.org/index.php/joiv INTERNATIONAL JOURNAL ON INFORMATICS VISUALIZATION 3D Augmented Reality Marker-based Mobile Apps Design of Face Mask Layer.” [Online]. Available: www.joiv.org/index.php/joiv

[24] A. Zahra, A. Syifandani, D. D. Pinuji, and E. Setyawati, “Development of Android-based Solar System Interactive Learning Application Using Augmented Reality with Unity and Blender,” 2025. [Online]. Available: https://www.issrestec.id/

[25] A. Zahra, A. Syifandani, D. D. Pinuji, and E. Setyawati, “Development of Android-based Solar System Interactive Learning Application Using Augmented Reality with Unity and Blender,” 2025. [Online]. Available: https://www.issrestec.id/

Downloads

Published

2025-09-10

How to Cite

Lendy Rahmadi, Heriansyah Heriansyah, & Hairil Akbar. (2025). Media Pengenalan Budaya Besemah Berbasis Augmented Reality Menggunakan Metode MDLC. Jurnal Publikasi Ilmu Komputer Dan Multimedia, 4(3), 141–155. https://doi.org/10.55606/jupikom.v4i3.5231