Pemanfaatan Augmented Reality Sebagai Media Pembelajaran Pengenalan Buah-Buahan

Abstract views: 4893 , PDF downloads: 3548
Keywords: Learning Media, Augmented Reality, Android, Fruits


The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


Download data is not yet available.


R. Azuma, M. Billinghurst, dan G. Klinker, “Special Section on Mobile Augmented Reality,” Comput. Graph., vol. 35, no. 4, hal. vii–viii, 2011.

X. Zhang et al., “High performance Li-CO2batteries with NiO-CNT cathodes,” J. Mater. Chem. A, vol. 6, no. 6, hal. 2792–2796, 2018.

F. Z. Adami dan C. Budihartanti, “Penerapan Teknologi Augmented Reality pada Media Pembelajaran Sistem Pencernaan Berbasis Android,” Tek. Komput. AMIK BSI, vol. 2, no. 1, hal. 122–131, 2016.

P. Haryani, “Augmented Reality (AR) Sebagai Teknologi Interaktif Dalam Pengenalan Benda Cagar Budaya Kepada Masyarakat,” J. SIMETRIS, vol. 8, no. 2, hal. 807–812, 2017.

M. Jumarlis, “Aplikasi Pembelajaran Smart Hijaiyyah Berbasis Augmented Reality,” J.ILKOM, vol. 10, no. April, hal. 52–58, 2018.

L. Kamelia, “Perkembangan Teknologi Augmented Reality Sebagai Media Pembelajaran Interaktif Pada Mata,” J. Pendidik. Islam, vol. IX, no. 1, hal. 238–253, 2015.

Nurnajmi, “Aplikasi Pembelajaran Berbasis Augmented Reality Pada Buku Panduan Wudhu Untuk Anak, ” Buku Pandu Wudhu, hal. 11, 2015.

I. Bagus dan M. Mahendra, “Implementasi Augmented Reality ( AR ) Menggunakan Unity 3D Dan Vuporia Sdk”, J. Ilm. Ilmu Komput. Univ. Udayana, vol. 9, no. 1, hal. 1–5, 2016.

S. Komarayanti, “Ensiklopedia Buah-Buahan Lokal Berbasis Potensi Alam Jember Encyclopedia Of Local Fruits Based On Natural Potential Jember,” J. Biol. dan Pembelajaran Biol., vol. 2, no. 1, hal. 61–75, 2017.

I. D. Perwitasari, “Teknik Marker Based Tracking Augmented Reality Untuk Visualisasi Anatomi Organ Tubuh Manusia Berbasis Android,” Journal of Informartion Technology and Computer Science (INTECOMS), vol. 1, no. 1, 2018.

A. C. Manuputty dan T. A. S. Prasida, “Perancangan Augmented Reality Media Markerless Point Of Interest (POI) Dalam Memberikan Informasi Gedung Berbasis Android( Studi Kasus : Universitas Kristen Satya Wacana ),” J. Inform., vol. 11, no. 2, hal. 31–39, 2017.

PlumX Metrics

How to Cite
A. Pramono and M. D. Setiawan, “Pemanfaatan Augmented Reality Sebagai Media Pembelajaran Pengenalan Buah-Buahan”, intensif, vol. 3, no. 1, pp. 54-68, Feb. 2019.