Pengembangan Puzzle dengan Augmented Reality untuk Pembelajaran Bangun Ruang Siswa Sekolah Dasar
Keywords:
Augmented Reality, Solid Figures, Multimedia Development Life Cycle, PuzzleAbstract
Abstrak Proses pembelajaran matematika pada salah satu sekolah dasar negeri belum optimal yang ditandai dengan hasil uji pemahaman siswa pada materi bangun ruang memperoleh nilai dibawah Kriteria Ketuntasan Minimal sebesar 68,00. Pembelajaran secara konvensional tanpa menggunakan alat peraga juga membuat siswa bersifat pasif. Penelitian ini bertujuan untuk mengoptimalkan media pembelajaran konvensional dengan media pembelajaran berbasis teknologi Augmented Reality (AR) pada gawai pintar dengan sistem operasi Android. Penelitian ini akan mengembangkan sebuah puzzle dengan augmented reality menggunakan metode Multimedia Development Life Cycle (MDLC) untuk pembelajaran bangun ruang siswa sekolah dasar. Metode MDLC terdiri dari penyusunan konsep, perancangan, pengumpulan bahan, pembuatan, pengujian, dan pendistribusian. Hasil media puzzle berbasis teknologi AR dari penelitian ini dilakukan pengujian berdasarkan pendekatan kemampuan pendeteksian marker dan pelacakan marker. Hasil pengujian pada proses pendeteksian marker untuk menampilkan objek virtual membutuhkan waktu kurang dari satu detik, jarak pendeteksian rentang 10 cm sampai 86 cm, dan sudut pendeteksian rentang 27° sampai 90°. Hasil pengujian pelacakan marker jarak pelacakan rentang 10 cm sampai 112 cm, sudut pelacakan rentang 2° sampai 90°. Hasil pengujian pendeteksian dan pelacakan marker dapat dilakukan dalam kondisi terhalang kurang dari 50%. Hasil pengujian secara mendalam oleh profesional juga mengidentifikasi media puzzle dan aplikasi sebagai media pembelajaran memenuhi validitas materi dan relevansi aspek usabilitas. Kata kunci: Augmented Reality, Bangun Ruang, Multimedia Development Life Cycle, Puzzle Abstract It found that the learning process in one of the public elementary schools was still not optimal, which was indicated by students’ understanding results in the solid figure below the Minimum Completeness Criteria of 68.00. Moreover, conventional learning without learning media causes students to be passive during the learning process. This study aims to optimize conventional learning with learning media based on Augmented Reality (AR) technology on smart devices with the Android operating system. This study developed a puzzle with augmented reality using the Multimedia Development Life Cycle (MDLC) method for learning solid figures for elementary school students. The MDLC method includes drafting, designing, collecting materials, manufacturing, testing, and distributing. The AR technology-based puzzle media from this study were tested based on the marker detection and marker tracking capabilities approach. The test results of the marker detection process to display virtual objects took less than one second, the detection distance ranged from 10 cm to 86 cm, and the detection angle ranged from 27° to 90°. The test results of the tracking marker obtained a tracking distance ranging from 10 cm to 112 cm, and a tracking angle ranging from 27° to 90°. Marker detection and tracking tests could be carried out in conditions of less than 50% obstruction. An in-depth evaluation conducted by experts also identified the puzzle and application as a learning medium that meets the usability criteria as well as the validity of the material. Keywords: Augmented Reality, Solid Figures, Multimedia Development Life Cycle, PuzzleReferences
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