Game-Based Computer Hardware Introduction Media Using AR Markerless

Authors

  • Mohamad Khoiron Software Engineering Study Program, Faculty of Information Technology, Pasuruan Merdeka University, Pasuruan, Indonesia Author
  • Walidini Syaihul Huda Informatics Engineering Study Program, Faculty of Engineering, Yudharta Pasuruan University, Pasuruan, Indonesia Author
  • Hanifatus Sholiha Informatics Engineering Study Program, Faculty of Engineering, Yudharta Pasuruan University, Pasuruan, Indonesia Author

Keywords:

Markerless, Augmented Reality, Computer Hardware, MDLC

Abstract

The focus of this research is the problem of students who do not understand the ICT lesson module at MTs Tanwirul Mubtadiin Sukorejo. This is due to the current education system, where teachers write and explain modules, and students also take notes on the modules. The aim is to create introductory media using MAR (Markerless Augmented Reality) technology as an educational tool so that students understand the computer hardware introduction module. Methods used in the Life Cycle of Multimedia Development The results of black box testing show that everything functions well and the application runs well. The results of the posttest research showed that 30 students and female students at MTs Tanwirul Mubtadiin Sukorejo received an average score of 79.3. In the questionnaire, they stated that the application was interesting (46.7%), fun (50%), and easy to use (50%). Computer hardware introduction media can help teachers explain computer hardware introduction modules and help students understand the material in a new and informative way

Downloads

Download data is not yet available.

References

K. Upi et al., “Augmented Reality Introduction To Computer Hardware Using Tracking Method In Upi " Yptk " Computer System Labor , Padang ( Augmented Reality Pengenalan Hardware Komputer Menggunakan Metode Tracking Pada Labor Sistem Pendahuluan Tinjauan Literatur Augmente,” vol. 7, no. 3, pp. 205–217, 2020.

R. D. Septana, M. Y. Putra, and A. Safei, “Media Pembelajaran Pengenalan Komponen Hardware Komputer Menggunakan Augmented Reality berbasis Android,” vol. 5, no. 1, pp. 65–74, 2020.

A. Karisman and F. Wulandari, “Pengembangan Media Pembelajaran berbasis Augmented Reality di SMK Islamic Village pada Mata Pelajaran Perakitan Komputer,” Pros. SeNTIK STI&K, vol. 3, 2019.

A. W. Saputra, A. Susano, and P. Astuti, “Rancang Bangun Aplikasi Edukasi Hardware Komputer Berbasis Teknologi Augmented Reality dengan Menggunakan Android,” Fakt. Exacta, vol. 11, no. 4, p. 310, 2018, doi: 10.30998/faktorexacta.v11i4.3100.

A. Muqtadir and D. K. Basuki, “Aplikasi Pengenalan Hardware Perangkat Keras Berbasis Android dengan Teknologi Augmented Reality,” SNasPPM, no. September, 2018.

P. S. Nugroho and A. R. Putri, “Pengembangan Media Pembelajaran Interakif Berbasis Augmented Reality Pada Pembelajaran Pengenalan Komponen Komputer Pada Kelas XTKJ di SMK Sore Tulungagung,” J. Educ. Inf. Commun. Technol., vol. 3, no. 1, pp. 82–87, 2019.

A. Karisman, “Aplikasi Media Pembelajaran Augmented Reality Pada Perangkat Keras Komputer Berbasis Android,” JATISI (Jurnal Tek. Inform. dan Sist. Informasi), vol. 6, no. 1, pp. 18–30, 2019, doi: 10.35957/jatisi.v6i1.166.

Nasruddin, H. Azis, and D. Lantara, “Pengenalan Jenis Laptop Menggunakan Metode Markerless,” Pros. Semin. Nas. Ilmu Komput. dan Teknol. Inf., vol. 3, no. 2, pp. 148–151, 2018.

A. Harahap, A. Sucipto, and J. Jupriyadi, “Pemanfaatan Augmented Reality (Ar) Pada Media Pembelajaran Pengenalan Komponen Elektronika Berbasis Android,” J. Ilm. Infrastruktur …, no. 1, pp. 20–25, 2020.

A. Wiharto and C. Budihartanti, “Aplikasi Mobile Augmented Reality Sebagai Media Pembelajaran Pengenalan Hardware Komputer Berbasis Android,” J. PROSISKO, vol. 4, no. 2, pp. 17–24, 2017

Published

30.09.2023