Implementation Of Augmented Reality As A Media Introduction To The Solar System Based On Android

##plugins.themes.bootstrap3.article.main##

Ardian Danang Kurniawan Joko Aryanto

Abstract

Most science subjects, especially those related to the solar system are still taught conventionally, using props such as books, blackboards, and props. These props do not attract the attention of students, so students become less interested in subjects. So it takes alternative media in the introduction of solar system materials. The purpose of this study is to create a solar system recognition application based on Augmented Reality. This application will make planetary objects more realistic and improve students ' understanding of the literature on the solar system. This research will use literature study research method. Identifying problems, conducting literature research, collecting data, developing systems, testing applications, and writing reports are the research steps. This research produces augmented reality applications that use markerless method so that 3D objects can be moved freely by the user.  this application can be an alternative media introduction to the solar system, helping students gain a better understanding and encourage them to participate in active learning

##plugins.themes.bootstrap3.article.details##

Section
Articles
References
[1] A. Zaenatun, A. A. Setiani, R. Farrah, R. Widyastuti, and A. N. Aeni, “Pengaruh Pembelajaran Terpadu Terhadap Hasil Belajar Siswa di Sekolah Dasar,” Jurnal Inovasi Pendidikan dan Pembelajaran Sekolah Dasar, vol. 5, no. 2, p. 183, 2021, doi: 10.24036/jippsd.v5i2.115170.
[2] Y. P. Putra, “Implementasi Wisata Antariksa Virtual Sebagai Pengenalan Tata Surya Dengan Virtual Reality Berbasis Android,” Jurnal Teknologi Pintar, vol. 2, no. 12, pp. 1–17, 2022.
[3] S. Fatimah, S. Supangat, and A. R. Sinensis, “Pengembangan Media Belajar Pop Up Book Berbasis Literasi Qur’an Pada Materi Tata Surya Kelas VI,” Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah, vol. 5, no. 2, pp. 98–107, 2023, doi: 10.54069/attadrib.v5i2.278.
[4] L. N. Ainni, “Pembuatan Aplikasi Augmented Reality Sebagai Media Pembelajaran Mengenai Tata Surya Berbasis Android Untuk Sekolah Dasar,” Jurnal Multi Media dan IT, vol. 4, no. 2, 2020, doi: 10.46961/jommit.v4i2.334.
[5] Y. Fatma, A. Salim, and R. Hayami, “Augmented Reality Berbasis Android Sebagai Media Pembelajaran Sistem Tata Surya,” Jurnal CoSciTech (Computer Science and Information Technology), vol. 2, no. 1, pp. 53–59, 2021, doi: 10.37859/coscitech.v2i1.2178.
[6] A. H. Matin and H. W. Utomo, “Perancangan Aplikasi Augmented Reality Sebagai Media Pembelajaran Tata Surya Pada Sekolah Dasar Kelas 6,” JURIKOM (Jurnal Riset Komputer), vol. 10, no. 3, pp. 752–761, 2023, doi: 10.30865/jurikom.v10i3.6264.
[7] N. Ain, N. Fashokha, M. Rohmah, L. Sulthoniyah, P. Guru, and M. Ibtidaiyah, “JURNAL KAJIAN PEMBELAJARAN DAN KEILMUAN Volume 7 Nomor 1 Tahun 2023 Halaman 9-15 PENGEMBANGAN MEDIA AUDIO VISUAL INTERAKTIF BERBASIS ANIMASI,” vol. 7, pp. 9–15, 2023, doi: 10.26418/jurnalkpk.v7i2.70732.
[8] S. Deti Nurhamidah, A. Sujana, and D. A. Karlina, “Pengembangan Media Berbasis Android Pada Materi Sistem Tata Surya Untuk Meningkatkan Penguasaan Konsep Siswa,” Jurnal Cakrawala Pendas, vol. 8, no. 4, pp. 1318–1329, 2022.
[9] R. A. Saskia, A. Ajizah, and E. Hafizah, “Pengembangan Media Pembelajaran Interaktif Articulate Storyline pada Materi Sistem Tata Surya untuk Kelas VII SMP/MTs,” Indonesian Journal of Science Education and Applied Science, vol. 2, no. 2, p. 17, 2022, doi: 10.20527/i.v2i2.7389.
[10] Z. Makhasin, W. Sri Utami, U. Teknologi Yogyakarta, J. Siliwangi Jl Ring Road Utara Jombor Sleman, and D. Yogyakarta, “Pemanfaatan Teknologi Augmented Reality dalam Pembelajaran Tata Surya Berbasis Android,” JUKI : Jurnal Komputer dan Informatika, vol. 5, no. 2, pp. 301–313, 2023.
[11] D. Hetri S, Z. Alfiyah, and M. F. Marsuki, “Optimalisasi Peningkatan Hasil Belajar Kognitif Materi Sistem Tata Surya Melalui Implementasi Project Based Learning Kelas 7E di Smp Negeri 49 Surabaya,” Jurnal Multidisiplin Indonesia, vol. 2, no. 7, pp. 1661–1676, 2023, doi: 10.58344/jmi.v2i7.328.
[12] L. Hidayat, “Pengembangan Media Belajar IPA Materi Tata Surya melalui Aplikasi Augmented Reality untuk Peningkatan Motivasi Belajar Siswa SD Negeri di Kecamatan Adiwerna Kabupaten Tegal,” Journal of Education Research, vol. 5, no. 1, pp. 781–794, 2024.
[13] Marsono, Mulyanto, and Isfarudi, “Pengaruh Pembelajaran Menggunakan Augmented Reality Smartbook terhadap Minat dan Hasil Belajar IPA pada Siswa SDN 2 Waluyo Kecamatan Buluspesantren,” Jurnal Pendidikan Tambusa, vol. 5, pp. 3463–3469, 2021.
[14] M. R. Firmantara, I. Mudakir, and N. Nuriman, “Augmented Reality Research Trends in Indonesia: A systematic Literature Review,” Journal of Science Education Research, vol. 7, no. 2, pp. 71–81, 2023, doi: 10.21831/jser.v7i2.60776.
[15] A. Saca, “Penerapan Marker-Based Augmented Reality Sebagai Media Pembelajaran Tata Surya,” JIKA (Jurnal Informatika), vol. 5, no. 1, p. 33, 2021, doi: 10.31000/jika.v5i1.3560.
[16] I. W. Andis Indrawan, K. O. Saputra, and L. Linawati, “Augmented Reality sebagai Media Pendidikan Interaktif dalam Pandemi Covid-19,” Majalah Ilmiah Teknologi Elektro, vol. 20, no. 1, p. 61, 2021, doi: 10.24843/mite.2021.v20i01.p07.
[17] J. F. Palandi, T. Rachman, and F. A. Fahmi, “Pengembangan Media Pembelajaran tentang Tumbuhan Monokotil dan Dikotil Menggunakan Augmented Reality,” J-Intech, vol. 10, no. 2, pp. 109–116, 2022, doi: 10.32664/j-intech.v10i2.801.
[18] D. N. Cahyani and C. A. Oktavia, “Media Penunjang Pembelajaran Organ Paru-Paru Manusia Berbasis Mobile Menggunakan Augmented Reality (Studi Kasus SDN 2 Ardimulyo),” J-Intech, vol. 7, no. 02, pp. 120–125, 2019, doi: 10.32664/j-intech.v7i02.438.
[19] D. R. Sijabat and A. Djayanto, “Pengembangan Aplikasi Penunjang Pembelajaran Hewan Pada Buku Kelas IV Menggunakan Teknologi Augmented Reality,” J-Intech, vol. 10, no. 1, pp. 30–36, 2022, doi: 10.32664/j-intech.v10i1.674.
[20] R. I. Firmansyah, A. Aditya, and M. Kartikasari, “Game Edukasi Sistem Tata Surya Bagi Siswa Sekolah Dasar Berbasis Virtual Reality,” Jurnal Simantec, vol. 9, no. 2, pp. 39–44, 2021, doi: 10.21107/simantec.v9i2.9912.
[21] M. Agil and S. L. M. Sitio, “Implementasi Metode Markerless Augmented Reality Untuk Edukasi Nama Buah-Buahan Berbasis Android,” Jurnal Dinamika Informatika, vol. 14, no. 2, pp. 105–115, 2022, doi: 10.35315/informatika.v14i2.9199.
[22] A. P. Kusuma, M. F. Rahmat, and A. A. Rofiq, “Analisis Pengujian Sistem Pengiriman Barang Menggunakan Black Box Testing,” J-Intech, vol. 11, no. 2, pp. 287–293, 2023, doi: 10.32664/j-intech.v11i2.999.
[23] M. Minarni and S. Sigit, “Pengujian Fungsionalitas dan Kualitas Website Wisata Kotawaringin Timur Menggunakan Metode Black Box dan Standar ISO,” J-Intech, vol. 11, no. 1, pp. 18–25, 2023, doi: 10.32664/j-intech.v11i1.820.
[24] P. R. Sandri, A. Trisnadoli, and E. S. Nugroho, “Pengembangan Game Edukasi Pengenalan Bahasa Inggris Dasar untuk Anak TK,” Smatika Jurnal, vol. 9, no. 02, pp. 59–64, 2020, doi: 10.32664/smatika.v9i02.384.