Animal Identification Learning Media for Elementary School Students Using Android-Based Augmented Reality

Media Pembelajaran Pengenalan Hewan untuk Siswa Sekolah Dasar Menggunakan Augmented Reality Berbasis Android

  • Juki Irfansyah
  • Lilik Anifah
Keywords: Augmented Reality, Lightwave 3D, Pengenalan Hewan

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.

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Author Biographies

Juki Irfansyah

Pendidikan Teknologi dan Kejuruan, Universitas Negeri Surabaya. Surabaya, Indonesia.

Lilik Anifah

Pendidikan Teknologi dan Kejuruan, Universitas Negeri Surabaya. Surabaya, Indonesia.

This is an open access article, licensed under CC-BY-SA

Creative Commons License
Published
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2022-08-26
    Downloads : 290
How to Cite
[1]
J. Irfansyah and L. Anifah, “Animal Identification Learning Media for Elementary School Students Using Android-Based Augmented Reality”, Journal of Engineering, Technology, and Applied Science, vol. 4, no. 2, pp. 86-96, Aug. 2022.
Section
Articles

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