Augmented Reality Sebagai Media Edukasi Interaktif untuk Mengenali Jenis Ikan Konsumsi pada Siswa Sekolah Dasar

Authors

  • Cindy Asyra Fratari Universitas Indo Global Mandiri
  • Shinta Puspasari Universitas Indo Global Mandiri
  • Lastri Widya Astuti Universitas Indo Global Mandiri

DOI:

https://doi.org/10.55606/jupti.v5i1.6579

Keywords:

Android Learning, Augmented Reality, Elementary School, Interactive Learning, RUP

Abstract

This study aims to develop an interactive learning media using Augmented Reality (AR) to support the introduction of edible fish species for fourth-grade students at SD MIS Adabiyah 02 Palembang. The media is designed to provide an engaging and enjoyable learning experience through the use of marker-based AR technology that can be operated on Android Devices. Fish objects are visualized in three-dimensional (3D) form, allowing students to view and interact with them directly through the camera.The development method used in this study is the Rational Unified Proxess (RUP), which consist of four phases: inception, elaboration, construction, and transition. The design process involves 3D object modelling using Blender 3D and AR integration through Unity and Vuforia SDK. The results of this study are expected to help students better understand the material related to various type of edible fish. The usability using the System Usability Scale (SUS) resulted in an average score of 90 from 31 respondetns, indicating that the appliacation has an excellent level of usability and feasibility.

References

Aditama, P. W., Adnyana, I. N. W., & Ariningsih, K. A. (2019). Augmented reality dalam multimedia pembelajaran. Prosiding Seminar Nasional Desain dan Arsitektur (SENADA), 2, 176–182.

Ambler, S. W. (2005). A manager’s introduction to the Rational Unified Process (RUP) (Version December 2005). https://www.researchgate.net/profile/Scott_Ambler/publication/237674726_A_Manager's_Introduction_to_The_Rational_Unified_Process_RUP

Bentelu, A. S., Sentinuwo, S., & Lantang, O. (2016). Animasi 3 dimensi pencegahan cyber crime (Studi kasus: Kota Manado). Jurnal Teknik Informatika, 8(1). https://doi.org/10.35793/jti.8.1.2016.13171

Erle, B. S., & Gibson, R. (2006). ABC Amber CHM Converter (Trial version). http://www.processtext.com/abcchm.html

Fitriyanto, P. I., & Gustalika, M. A. (2024). Learning media using marker-based tracking. JITE (Journal of Informatics and Telecommunication Engineering), 8(1), 181–195.

Hakim Siregar, L., Purnama Putri, W., & Ermawati. (2021). Perancangan media berbasis 3 dimensi menggunakan Blender 3D di SMK Swasta Teruna. Jurnal Vinertek Institut Tapanuli Selatan, 1(2), 5–10. http://jurnal.spada.ipts.ac.id/index.php/VN/article/view/211

Inawati, A., & Puspasari, D. (2020). Pengembangan media pembelajaran interaktif game ular tangga berbasis Unity 3D pada mata pelajaran kearsipan kelas X OTKP di SMKN 4 Surabaya. Jurnal Pendidikan Administrasi Perkantoran (JPAP), 9(1), 96–108. https://doi.org/10.26740/jpap.v9n1.p96-108

Jumadi, J., Yupianti, Y., & Sartika, D. (2021). Pengolahan citra digital untuk identifikasi objek menggunakan metode hierarchical agglomerative clustering. JST (Jurnal Sains dan Teknologi), 10(2), 148–156. https://doi.org/10.23887/jst-undiksha.v10i2.33636

Krestianti, R. R. A. (2022). Aplikasi pengenalan angka Kanji dengan augmented reality metode marker-based tracking. Jurnal Teknik dan Science, 1(2), 9–18. https://doi.org/10.56127/jts.v1i2.23

Kuswinardi, J. W., Rachman, A., Taswin, M. Z., Pitra, D. H., & Oktiawati, U. Y. (2023). Efektivitas pemanfaatan aplikasi augmented reality (AR) dalam pembelajaran di SMA: Sebuah tinjauan sistematis. Jurnal Review Pendidikan dan Pengajaran, 6(3), 556–563.

Munawir, M., Rofiqoh, A., & Khairani, I. (2024). Peran media interaktif dalam meningkatkan motivasi belajar siswa pada mata pelajaran SKI di Madrasah Ibtidaiyah. Jurnal Al-Azhar Indonesia Seri Humaniora, 9(1), 63–71. https://doi.org/10.36722/sh.v9i1.2828

Neha, N., La Ili, & Ashari, I. (2023). Pengembangan media pembelajaran interaktif matematika pada materi bangun ruang. Jurnal Ilmiah Pembelajaran Sekolah Dasar, 5(2), 142–149. https://doi.org/10.36709/jipsd.v5i2.19

Nistrina, K. (2021). Penerapan augmented reality dalam media pembelajaran. Jurnal Sistem Informasi (J-SIKA), 3(1), 1–6.

Nugroho, A., & Pramono, B. A. (2017). Aplikasi mobile augmented reality berbasis Vuforia dan Unity pada pengenalan objek 3D (Studi kasus: Gedung M Universitas Semarang). Jurnal Transformatika, 14(2), 86. https://doi.org/10.26623/transformatika.v14i2.442

Nugroho, N. A., & Ramadhani, A. (2015). Aplikasi pengenalan bangun ruang berbasis augmented reality menggunakan Android. Jurnal Sains dan Teknologi, 1(1), 1–5.

Perwitasari, R., Afawani, R., & Anjarwani, S. E. (2020). Penerapan metode Rational Unified Process (RUP) dalam pengembangan sistem informasi medical check up pada Citra Medical Centre. Jurnal Teknologi Informasi, Komputer, dan Aplikasinya (JTIKA), 2(1), 76–88. https://doi.org/10.29303/jtika.v2i1.85

Puspasari, S., Suhandi, N., & Iman, J. N. (2020). Augmented reality development for supporting cultural education role in SMB II Museum during Covid-19 pandemic. Proceedings of the 5th International Conference on Informatics and Computing (ICIC 2020). https://doi.org/10.1109/ICIC50835.2020.9288619

Riady, S. C. R., Sentinuwo, S., & Karouw, S. (2016). Rancang bangun aplikasi mobile learning anak sekolah minggu dengan teknologi augmented reality berbasis Android. Jurnal Teknik Informatika, 9(1), 20–25. https://doi.org/10.35793/jti.9.1.2016.14807

Sari, I. P., Batubara, I. H., Hazidar, A. H., & Basri, M. (2022). Pengenalan bangun ruang menggunakan augmented reality sebagai media pembelajaran. Hello World Jurnal Ilmu Komputer, 1(4), 209–215. https://doi.org/10.56211/helloworld.v1i4.142

Socrates, T. P., & Mufit, F. (2022). Efektivitas penerapan media pembelajaran fisika berbasis augmented reality: Studi literatur. EduFisika: Jurnal Pendidikan Fisika, 7(1), 96–101. https://doi.org/10.59052/edufisika.v7i1.19219

Zulfa, L., Ermawati, D., & Reswari, L. A. (2023). Efektivitas media pembelajaran berbasis augmented reality terhadap pemahaman konsep matematika siswa SD kelas V. Paedagoria: Jurnal Kajian, Penelitian dan Pengembangan Kependidikan, 14(4), 509–514. http://journal.ummat.ac.id/index.php/paedagoria

Downloads

Published

2026-01-31

How to Cite

Cindy Asyra Fratari, Shinta Puspasari, & Lastri Widya Astuti. (2026). Augmented Reality Sebagai Media Edukasi Interaktif untuk Mengenali Jenis Ikan Konsumsi pada Siswa Sekolah Dasar. Jurnal Publikasi Teknik Informatika, 5(1), 310–325. https://doi.org/10.55606/jupti.v5i1.6579