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Pengembangan Rancangan Pameran Virtual Berbasis Media Augmented Reality

Indonesian Journal of Curriculum and Educational Technology Studies · Vol. 6 No. 1 (2018) · pp. 33–40

DOI
10.15294/ijcets.v6i1.21213
ISSN
2527-4597, 2252-6447
Published
2018-04-30
Publisher
Universitas Negeri Semarang
Language
eng

Abstract

Augmented reality (AR) could be a new technology to address the exhibition event become more interesting, secure and its product could be easily renewable for educational purposes. This article describes the development process of AR media and fnd out it feasibility as a learning tool for 3D animation lecture at higher education level. This research employing Research and Development (R & D) model and adapted 10 stages of R & D model from Sugiyono (2013) into four primary steps, i.e. (1) analysis, (2) design, (3) development and (4) testing the product. The feasibility of the product has been tested by media expert and showed a very good result with average score at 95%, the testing product for student also gained the same result with average score at 81%. The result of this research proved that AR was feasible as a learning media for 3D animation lecture and therefore it has a potential to be used for another context for educational purposes. Abstrak Media augmented reality (AR) dapat dipergunakan sebagai teknologi baru dalam penyelenggaraan pameran secara virtual sehingga produk yang dipamerkan akan terpelihara dan dapat diperbarui. Artikel ini menggambarkan proses pengembangan media AR dan mengetahui kelayakannya sebagai media penunjang pembelajaran mata kuliah Animasi 3D. Penelitian ini menggunakan model research and development yang mengadaptasi 10 tahap pengembangan sugiyono dan disederhanakan menjadi 4 tahap utama, yaitu (1) analysis, (2) desain, (3) pengembangan produk, dan (4) ujicoba produk. Hasil uji kelayakan yang dilakukan oleh ahli media diperoleh rata-rata persentase 95% dengan kriteria sangat baik. Selain itu hasil ujicoba kepada mahasiswa didapatkan perolehan rata-rata persentase 81% dan masuk dalam kategori sangat baik. Hasl penelitian ini menunjukkan bahwa AR memang terbukti layak digunakan sebagai media pembelajaran dalam mata kuliah Animasi 3D dan oleh karenanya potensial juga digunakan untuk mata kuliah dan pembelajaran lain. Kewords: Augmented reality; educational technology; exibhition; research & development; virtual media

Collaboration network of the authors

40 authors · 51 co-authorship links · showing the 40 most connected

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Muhammadiyah University of Surakarta
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Tri Joko RaharjoAffiliation unknown3
Farid AhmadiAffiliation unknown3
Yuli UtantoAffiliation unknown3
Dhini SuryandariAffiliation unknown2
Samsudi SamsudiAffiliation unknown2
Risqi Ervera Nur ArifahMuhammadiyah University of Surakarta1
Sujalwo SujalwoMuhammadiyah University of Surakarta1
Angga Brillian Susetyo PutraAffiliation unknown1
Ramadhani Nurul AisyahAffiliation unknown1
Fitria Octari HidayantiAffiliation unknown1
Ika An Nisa Ilmi Fa’atiAffiliation unknown1
Edelweis Asti AisyahAffiliation unknown1
Nurul IchsaniAffiliation unknown1
Febru ElindaAffiliation unknown1
Rika YuliawatiAffiliation unknown1
Ziza Gita HardiniAffiliation unknown1
Shofia Nur InayantiAffiliation unknown1
Mella NofantikaAffiliation unknown1
Deva Laksmi Dian GrahitaAffiliation unknown1
Heni AmarinAffiliation unknown1
Laila SalsabilaAffiliation unknown1
Satria Panji KusumaAffiliation unknown1
Fatihatur RahmaAffiliation unknown1
Rifqi Tri AtmojoAffiliation unknown1
Jadyi LaksonoAffiliation unknown1
Choiru RujiinAffiliation unknown1
Briliani LaksmitaAffiliation unknown1
Katrin PrismanitraAffiliation unknown1
Iftitah AnggraeniAffiliation unknown1
Muhammad MuhammadAffiliation unknown1
Suwito Eko PramonoAffiliation unknown1
Sungkowo Edy MulyonoAffiliation unknown1
Irmgardis Wea MengeAffiliation unknown1
Siti ImroatunAffiliation unknown1
Aprilian Epti WahyuniAffiliation unknown1
Nur Ayuningtias SafitriAffiliation unknown1
Ulfa SofiyantiAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/sju/index.php/jktp/oai, first harvested 6 Nov 2026, last seen 6 Nov 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">Pengembangan Rancangan Pameran Virtual Berbasis Media Augmented Reality</dc:title>
	<dc:creator>Damara, Muhamad Albir</dc:creator>
	<dc:creator>Kustiono, Kustiono</dc:creator>
	<dc:creator>Sukirman, Sukirman</dc:creator>
	<dc:description xml:lang="en-US"> Augmented reality (AR) could be a new technology to address the exhibition event become more interesting, secure and its product could be easily renewable for educational purposes. This article describes the development process of AR media and fnd out it feasibility as a learning tool for 3D animation lecture at higher education level. This research employing Research and Development (R &amp;amp; D) model and adapted 10 stages of R &amp;amp; D model from Sugiyono (2013) into four primary steps, i.e.&amp;nbsp;(1) analysis, (2) design, (3) development and (4) testing the product. The feasibility of the product has been tested by media expert and showed a very good result with average score at 95%, the testing product for student also gained the same result with average score at 81%. The result of this research proved that AR was feasible as a learning media for 3D animation lecture and therefore it has a potential to be used for another context for educational purposes. 
Abstrak
Media augmented reality (AR) dapat dipergunakan sebagai teknologi baru dalam penyelenggaraan pameran secara virtual sehingga produk yang dipamerkan akan&amp;nbsp;terpelihara dan dapat diperbarui. Artikel ini menggambarkan proses pengembangan media AR dan mengetahui kelayakannya sebagai media penunjang pembelajaran mata kuliah Animasi 3D. Penelitian ini menggunakan model research and development yang mengadaptasi 10 tahap pengembangan sugiyono dan disederhanakan menjadi 4 tahap utama, yaitu (1) analysis, (2) desain, (3) pengembangan produk, dan (4) ujicoba produk. Hasil uji kelayakan yang dilakukan oleh ahli media diperoleh rata-rata persentase 95% dengan kriteria sangat baik. Selain itu hasil ujicoba kepada mahasiswa didapatkan perolehan rata-rata persentase 81% dan masuk dalam kategori sangat baik. Hasl penelitian ini menunjukkan bahwa AR memang terbukti layak digunakan sebagai media pembelajaran dalam mata kuliah Animasi 3D dan oleh karenanya potensial juga digunakan untuk mata kuliah dan pembelajaran lain. 
Kewords:&amp;nbsp; Augmented reality; educational technology; exibhition;&amp;nbsp;research &amp;amp; development; virtual media  </dc:description>
	<dc:publisher xml:lang="en-US">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2018-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/sju/jktp/article/view/21213</dc:identifier>
	<dc:identifier>10.15294/ijcets.v6i1.21213</dc:identifier>
	<dc:source xml:lang="en-US">Indonesian Journal of Curriculum and Educational Technology Studies; Vol 6 No 1 (2018): April 2018; 33-40</dc:source>
	<dc:source>2527-4597</dc:source>
	<dc:source>2252-6447</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/sju/jktp/article/view/21213/11546</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2018 Indonesian Journal of Curriculum and Educational Technology Studies</dc:rights>
</oai_dc:dc>