PERANCANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY SEBAGAI ALAT BANTU MENGAJAR
Abstract
Aspek pendidikan memerlukan penyesuaian sehingga tidak tertinggal dari perkembangan teknologi, terutama pada sistem mengajar di sekolah. Teknologi Augmented Reality (AR) mengubah metode mengajar menjadi lebih baik. Kemampuannya  dalam   menggabungkan  multimedia  dengan  dunia  nyata meberikan efek ketertarikan siswa dalam mengenalnya. Matematika terkhusus bangun ruang memerlukan bahan ajar yang tepat sehingga dapat diserap dengan baik oleh siswa. Penelitian ini bertujuan untuk mengkaji penggunaan media pembelajaran berbasis Augmented Reality (AR) dalam meningkatkan efektivitas pembelajaran di Sekolah Dasar Luar Biasa (SDLB) Insan Mulia. Penelitian ini menggunakan metode SWOT dalam menganalisa sistem serta extreme programming untuk metode pengembangan sistem. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran AR memiliki potensi untuk meningkatkan efektivitas pembelajaran di SDLB Insan Mulia  dengan  membantu  siswa  dalam memahami materi secara visual dan interaktif.References
Anggara, M R., Azizah, N., & Kustiawan, I. (2020, May 1). Utilization of augmented reality technology as a learning media for early childhood. , 850(1), 012001-012001. https://doi.org/10.1088/1757-899x/850/1/012001
Anwar, T L H. (2022, December 7). Pengembangan media pembelajaran berbasis augmented reality pada materi bangun ruang.
https://jurnal.stkippgritulungagung.ac.id/index.php/jp2m/article/viewFile/3637/PDF
Annisa Nidaur Rohmah. (2017). Belajar dan Pembelajaran (Pendidikan Dasar), journal.stitaf.ac.id
Aripin, I., & Suryaningsih, Y. (2019). Pengembangan Media Pembelajaran Biologi Menggunakan Teknologi Augmented Reality (AR) Berbasis Android pada Konsep Sistem Saraf Development of Biology Learning Media Using Augmented Reality (AR)
Astutik, L S., Diantoro, M., & Kusairi, S. (2020, December 29). Media Sistem Peredaran Darah Hewan dan Manusia Dilengkapi Augmented Reality Kelas V Sekolah Dasar. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 5(12), 1812-1812. https://doi.org/10.17977/jptpp.v5i12.14343
Awangga, R. M. (2019). Pengantar Sistem Informasi Geografis (1st ed.). Bandung: Kreatif Industri Nusantara.
Balsamiq – Pengertian Balsamiq Mockup – Sabtu, 17 Agustus 2019 –
Costa, C., Manso, A., & PatrÃcio, J. (2020, February 26). Design of a Mobile Augmented Reality Platform with Game-Based Learning Purposes. https://doi.org/10.3390/info11030127
Damara, M A., Kustiono, K., & Sukirman, S. (2018, April 30). Pengembangan Rancangan Pameran Virtual Berbasis Media Augmented Reality. Indonesian Journal of Curricullum and Educational Technology Studies, 6(1), 33-40. https://doi.org/10.15294/ijcets.v6i1.21213
DEWI, L R., & Anggaryani, M. (2020, July 3). Pembuatan Media Pembelajaran Fisika Dengan Augmented Reality Berbasis Android Pada Materi Alat Optik. IPF Inovasi Pendidikan Fisika, 9(3), 369-376.https://doi.org/10.26740/ipf.v9n3.p369-376
Damayanti, D., & Magdalena, I. (2021). “Jago Mendesain Pembelajaran†(Untuk Guru Sekolah Dasar). Guepedia
Dermawan, O. (n.d.). Strategu Pembelajaran Bagi Anak Berkebutuhan Khusu di SLB.
Fakhrudin, A., & Kuswidyanarko, A. (2020, January 1). The Effectiveness of the Augmented Reality-Based Learning Media Application on Student’s Interests and Learning Outcomes of Science Subject at Elementary Schools. https://doi.org/10.2991/assehr.k.201209.260
Fajri, R. R., Hambali, P., & Rahayu, W. I. (2020). Rancang Bangun Aplikasi Penentuan Dan Share Promo Produk Kepada Pelanggan Dari Website Ke Media Sosial Berbasis Desktop. Bandung: Kreatif Industri Nusantara.
Fitriani Eka Saputri , Muhsinah Annisa , Dedi Kusnandi (2018). Pengembangan MEDIA Media Pembelajaran IPA Menggunakan Augmented Reality (AR) Berbasis Android Pada Siswa Kelas III SDN 015 Tarakan. Widyagogik, Vol. 6. No.1 Juli-Desember 2018.
Huang, T. (2017, November 6). Seeing creativity in an augmented experiential learning environment. https://doi.org/10.1007/s10209-017-0592-2
Kholisho, Y N., Marfuatun., & Lutfi, S. (2020, May 1). The Development Of Augmented Reality For Hardware Introduction For SDU Hamzanwadi Students. https://doi.org/10.1088/1742-6596/1539/1/012009
Madhavi, V., Anggraena, Y., & Valentino, E. (2019). Jelajah Matematika 6 SD/MI Kelas VI (2nd ed.; M. Ali & A. R.K., Eds.). Yudhistira.
Pharausia, T V., Afirianto, T., & Amalia, F. (2021, December 7). Penerapan Teknologi Augmented Reality Dalam Pengenalan Struktur Hardware Komputer Pada Media Pembelajaran Untuk Meningkatkan Minat Belajar Siswa SMK TKJ. Fountain of Informatics Journal, 7(1), 38-38. https://doi.org/10.21111/fij.v7i1.6432.
Suryani, N., Setiawan, A., & Putria, A. (2018). Media Pembelajaran Inovatif dan Pengembangannya (P. Latifah, Ed.). Bandung: PT Remaja Rosdakarya.
Sari, N. L. I. (2012). Asyiknya Belajar Bangun Ruang dan Sisi Datar. Jakarta: PT Balai Pustaka (Persero).
Savela, N., Oksanen, A., Kaakinen, M., Noreikis, M., & Xiao, Y. (2020, February 19). Does Augmented Reality Affect Sociability, Entertainment, and Learning? A Field Experiment. https://doi.org/10.3390/app10041392
Sari, A K., Ningsih, P R., Ramansyah, W., Kurniawati, A., Siradjuddin, I A., & Sophan, M K. (2020, January 23). Pengembangan Kompetensi Guru SMKN 1 Labang Bangkalan Melalui Pembuatan Media Pembelajaran Augmented Reality Metaverse. Panrita Abdi, 4(1), 52-52. https://doi.org/10.20956/pa.v4i1.7620
Sutresna, J., Yanti, F., Eka Safitri, A., Raya Puspitek, J., Pamulang, K., & TangerangSelatan - Banten, K. (n.d.). Media Pembelajaran Matematika Pada Usia DiniMenggunakan Augmented Reality.
Technology Based Android in the Concept of NervousSystems: Vol. VIII (Issue 2). Cetak. http://ojs.unm.ac.id/index.php/sainsmat
Wati, E. R. (2016). Ragam Media Pembelajaran (A. Jarot, Ed.). Kata Pena.
Yaumi, M. (2018). Media & Teknologi Pembelajaran. Jakarta: Kencana.
Wu, H K., Lee, S W Y., Chang, H., & Liang, J C. (2013, March 1). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41-49. https://doi.org/10.1016/j.compedu.2012
Copyright (c) 2024 JIKA (Jurnal Informatika)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
License and Copyright Agreement
In submitting the manuscript to the journal, the authors certify that:
- They are authorized by their co-authors to enter into these arrangements.
- That it is not under consideration for publication elsewhere,
- That its publication has been approved by all the author(s) and by the responsible authorities – tacitly or explicitly – of the institutes where the work has been carried out.
- They secure the right to reproduce any material that has already been published or copyrighted elsewhere.
- They agree to the following license and copyright agreement.
Copyright
Authors who publish with International Journal of Advances in Intelligent Informatics agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.Â
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
Licensing for Data Publication
International Journal of Advances in Intelligent Informatics use a variety of waivers and licenses, that are specifically designed for and appropriate for the treatment of data:
Open Data Commons Attribution License, http://www.opendatacommons.org/licenses/by/1.0/ (default)
Creative Commons CC-Zero Waiver, http://creativecommons.org/publicdomain/zero/1.0/
Open Data Commons Public Domain Dedication and Licence, http://www.opendatacommons.org/licenses/pddl/1-0/
Other data publishing licenses may be allowed as exceptions (subject to approval by the editor on a case-by-case basis) and should be justified with a written statement from the author, which will be published with the article.
Open Data and Software Publishing and Sharing
The journal strives to maximize the replicability of the research published in it. Authors are thus required to share all data, code or protocols underlying the research reported in their articles. Exceptions are permitted but have to be justified in a written public statement accompanying the article.
Datasets and software should be deposited and permanently archived inappropriate, trusted, general, or domain-specific repositories (please consult http://service.re3data.org and/or software repositories such as GitHub, GitLab, Bioinformatics.org, or equivalent). The associated persistent identifiers (e.g. DOI, or others) of the dataset(s) must be included in the data or software resources section of the article. Reference(s) to datasets and software should also be included in the reference list of the article with DOIs (where available). Where no domain-specific data repository exists, authors should deposit their datasets in a general repository such as ZENODO, Dryad, Dataverse, or others.
Small data may also be published as data files or packages supplementary to a research article, however, the authors should prefer in all cases a deposition in data repositories.