PENGEMBANGAN APLIKASI AR BERBASIS ANDROID UNTUK PENGENALAN TOKOH PAHLAWAN UANG KERTAS INDONESIA

This research focuses on the development of an Android-based Augmented Reality (AR) application to introduce Indonesian national heroes featured on banknotes to sixth-grade elementary school students. The issue addressed is the lack of student interest and limited learning media regarding the history of national heroes, which often results in low engagement and retention. The research aims to enhance students’ historical knowledge and interest through interactive technology. The development method used is the Multimedia Development Life Cycle (MDLC), which includes stages such as concept, design, material collection, assembly, testing, and distribution. The application utilizes Vuforia SDK and Unity 2D as its main development tools, enabling users to scan banknotes and display 2D animations and information of the corresponding national hero. Testing was conducted using black-box testing to evaluate functionality, and user acceptance testing involving students and teachers to assess usability. The results showed that the application successfully functioned as intended and received positive responses from users, indicating improved student engagement and learning outcomes. This study demonstrates that AR-based educational tools can effectively support history learning in a more engaging and interactive way.

Publication Details

Journal
Jurnal Teknik Informasi dan Komputer (Tekinkom)
Published
2025-06-30
DOI
https://doi.org/10.37600/tekinkom.v8i1.2082
Primary Topic
Geochemistry and Geologic Mapping
Type
article
Field-Weighted Citation Impact
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article

PENGEMBANGAN APLIKASI AR BERBASIS ANDROID UNTUK PENGENALAN TOKOH PAHLAWAN UANG KERTAS INDONESIA

Jurnal Teknik Informasi dan Komputer (Tekinkom)
Geochemistry and Geologic Mapping
article

PENGEMBANGAN APLIKASI AR BERBASIS ANDROID UNTUK PENGENALAN TOKOH PAHLAWAN UANG KERTAS INDONESIA

article en

Abstract

This research focuses on the development of an Android-based Augmented Reality (AR) application to introduce Indonesian national heroes featured on banknotes to sixth-grade elementary school students. The issue addressed is the lack of student interest and limited learning media regarding the history of national heroes, which often results in low engagement and retention. The research aims to enhance students’ historical knowledge and interest through interactive technology. The development method used is the Multimedia Development Life Cycle (MDLC), which includes stages such as concept, design, material collection, assembly, testing, and distribution. The application utilizes Vuforia SDK and Unity 2D as its main development tools, enabling users to scan banknotes and display 2D animations and information of the corresponding national hero. Testing was conducted using black-box testing to evaluate functionality, and user acceptance testing involving students and teachers to assess usability. The results showed that the application successfully functioned as intended and received positive responses from users, indicating improved student engagement and learning outcomes. This study demonstrates that AR-based educational tools can effectively support history learning in a more engaging and interactive way.

Jurnal Teknik Informasi dan Komputer (Tekinkom)Vol. 8(1)
Responsible consumption and production
Openalex Percentile: Top 33%
Geochemistry and Geologic Mapping
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PENGEMBANGAN APLIKASI AR BERBASIS ANDROID UNTUK PENGENALAN TOKOH PAHLAWAN UANG KERTAS INDONESIA · Jurnal Teknik Informasi dan Komputer (Tekinkom) (2025) | TGRS Research Map | TGRS