Android-Based Augmented Reality as a Learning Media for the Ancient Object History

This research aims to develop an Android-based augmented reality (AR) application to enhance the learning experience of ancient history. Traditional methods of teaching ancient objects often fail to engage students due to their static and two-dimensional nature. An AR application transforms these static images into interactive 3D models, providing a dynamic and immersive learning experience. The Research and Development (R&D) methodology, specifically the ADDIE model, involved stages of Analysis, Design, Development, Implementation, and Evaluation. The application was tested in a high school setting, significantly increasing student engagement and comprehension. The evaluation included alpha and beta testing phases involving teachers and students, resulting in an 88.58% satisfaction rate. The study concludes that AR technology has substantial potential to revolutionize educational practices by making learning more interactive and enjoyable. Future work will focus on expanding AR applications across different subjects and educational levels.

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Publication Details

Published
2024-09-04
DOI
https://doi.org/10.1109/iciss62896.2024.10751353
Primary Topic
Augmented Reality Applications
Type
article
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article

Android-Based Augmented Reality as a Learning Media for the Ancient Object History

Leni Fitriani, Indri Tri Julianto, Dewi Tresnawati, Eka Halimatul Hasanah
Augmented Reality Applications
article

Android-Based Augmented Reality as a Learning Media for the Ancient Object History

Leni Fitriani, Indri Tri Julianto, Dewi Tresnawati, Eka Halimatul Hasanah
article en

Abstract

This research aims to develop an Android-based augmented reality (AR) application to enhance the learning experience of ancient history. Traditional methods of teaching ancient objects often fail to engage students due to their static and two-dimensional nature. An AR application transforms these static images into interactive 3D models, providing a dynamic and immersive learning experience. The Research and Development (R&D) methodology, specifically the ADDIE model, involved stages of Analysis, Design, Development, Implementation, and Evaluation. The application was tested in a high school setting, significantly increasing student engagement and comprehension. The evaluation included alpha and beta testing phases involving teachers and students, resulting in an 88.58% satisfaction rate. The study concludes that AR technology has substantial potential to revolutionize educational practices by making learning more interactive and enjoyable. Future work will focus on expanding AR applications across different subjects and educational levels.

Universitas Garut (ID), Institut Teknologi Garut
Quality Education
Openalex Percentile: Top 80%
Augmented Reality Applications
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