APLIKASI AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN SEJARAH KEMERDEKAAN INDONESIA BERBASIS ANDROID

Penulis

  • Asher Azriel Ginting Universitas Putera Batam
  • Nopriadi Nopriadi Universitas Putera Batam

Kata Kunci:

Augmented Reality, Learning Media, History of Indonesia Independence, Unity 3D, Vuforia SDK

Abstrak

The need for knowledge of the development technology augmented reality on smartphones as a learning studied at SDN 003 class V Sagulung Batam City. media which is used is still only using books and blackboards, this is what causes  lack of interest of students in learning history. The learning system that is still Traditionally based on books only so that students feel bored when studying. augmented reality will make learning modern. This research is needed  several steps in such as problem identification,  problem formulation, literature study, data collection, application design, testing and  the results of the application. This research was conducted based on the material  from the 2013 curriculum. Learning materials are taken based on learning books Thematic 7 is about events and student life. Unity 3D as a software that  used to create applications. Blender is used to create 3D objects. Vuforia SDK  as a database of markers. C# is the programming language used, Photoshop  as the design of the application, and Balsamiq Wireframe as the interface design. Applications of augmented reality that can be used by students anywhere and anytime. With augmented reality technology, it can be a learning is very fun about the history of Indonesian independence. 

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Diterbitkan

2021-07-23

Cara Mengutip

Ginting, A. A., & Nopriadi, N. (2021). APLIKASI AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN SEJARAH KEMERDEKAAN INDONESIA BERBASIS ANDROID. Computer Science and Industrial Engineering, 5(2), 19–28. Diambil dari https://forum.upbatam.ac.id/index.php/comasiejournal/article/view/3930

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