Perancangan Media Pembelajaran Pengenalan Barang Perkakas Rumah Tangga Berbasis Augmented Reality
Abstract
Abstrak Perkembangan teknologi informasi dan komunikasi saat ini memberikan dampak yang cukup besar terhadap berbagai aspek kehidupan, perilaku, dan bahkan usaha manusia, yang kesemuanya sangat bergantung pada teknologi informasi dan komunikasi saat ini. Untuk meningkatkan keterlibatan anak dalam belajar, perlu disediakan materi pembelajaran yang cukup menarik untuk menarik minat mereka. Seiring dengan pesatnya perkembangan teknologi, berbagai media edukasi baru bermunculan, seperti teknologi augmented reality, yang memiliki kemampuan untuk menghadirkan representasi visual tiga dimensi dari objek yang sedang dipelajari. Tidak diragukan lagi, teknologi ini akan sangat menarik rasa ingin tahu anak-anak dalam dunia pendidikan karena mereka dapat secara langsung mengamati representasi visual 3D secara real-time. Oleh karena itu, penelitian ini melibatkan pengembangan prototipe aplikasi yang memanfaatkan augmented reality untuk mengidentifikasi benda-benda umum di rumah. Hal ini akan memberikan kesempatan unik bagi anak-anak untuk memperoleh pengetahuan dan membiasakan diri mereka dengan alat dengan memeriksa representasi visual tiga dimensi mereka. Dengan demikian, anak-anak dapat memahami bentuk dan fungsi alat tersebut tanpa perlu khawatir akan potensi bahaya atau cedera. Dari hasil pengujian dapat disimpulkan terdapat nilai-nilai yang membuat bingung pengguna dalam menggunakan aplikasi augmented reality ini. Berdasarkan hasil pengujian SUS, terbukti bahwa individu masih membutuhkan bantuan dari orang lain untuk memanfaatkan program ini Kata kunci: Alat Perkakas, Augmented Reality, Media Pembelajaran Abstract [Design of Augmented Reality-Based Learning Media for Household Appliances Introduction Material] The development of information and communication technology is currently having a considerable impact on a variety of aspects of life, behavior, and even human efforts, all of which are largely dependent on information and communication technology in the present day. To enhance children's engagement in learning, it is necessary to provide learning materials that are sufficiently captivating to capture their interest. Due to the swift advancement of technology, various novel educational mediums have surfaced, such as augmented reality technology, which has the capability to present a three-dimensional visual representation of the object being studied. Undoubtedly, this technology will greatly captivate children's curiosity in education as they can directly observe the real-time 3D visual representation of the tool item. Consequently, this study involved the development of a prototype application that utilizes augmented reality to identify common home objects. This will offer youngsters a unique opportunity to acquire knowledge and familiarize themselves with tools by examining their three-dimensional visual representation. By doing so, kids may comprehend the form and function of the tool without any apprehension of potential harm or injury. From the test results, it can be concluded that there are values that confuse users when using this augmented reality application. Based on the results of the SUS test, it is proven that individuals still need help from others to utilize this program. Keywords: Tools, Augmented Reality, Learning MediaDownloads
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