LEARNING MEDIA FOR ANIMAL CLASSIFICATION BASED ON FOOD TYPES BASED ON AUGMENTED REALITY

Authors

  • Amanda Ayu Puspitasari Prodi Pendidikan Teknologi Informasi,Universitas Teknologi Yogyakarta
  • Dwi Ratnawati Prodi Pendidikan Teknologi Informasi,Universitas Teknologi Yogyakarta

DOI:

https://doi.org/10.37792/jukanti.v8i1.1523

Keywords:

augmented reality, IPA, animal casification, media instructional, interactive education

Abstract

This research develops Augmented Reality-based learning media for classifying animals based on food type for junior high school students. This research aims to answer the challenges of science learning which is often less interesting and interactive. Augmented Reality technology was chosen to visualize animals in 3D, strengthen conceptual understanding, and increase student engagement. Augmented Reality technology allows students to view 3D animal visualizations interactively, providing a more interesting and enjoyable learning experience. This research methodology uses the Research and Development (R&D) model with the ADDIE approach (Analysis, Design, Development, Implementation, Evaluation). learning materials. Learning media is tested for suitability through validation from material experts, media experts, and student responses. The validation results show that the material aspect received a score of 85% and the media aspect received a score of 83%, both categorized as "Very Eligible". Student testing resulted in an 89% satisfaction rate, also in the “Very Worth It” category. In conclusion, this Augmented Reality-based learning media is effective and practical in increasing students' understanding of animal classification. This application also makes learning easier, which can be done anytime and anywhere via a smartphone device.

Downloads

Download data is not yet available.

References

P. Aplikasi et al., “Pembuatan Aplikasi Permainan Edukasi Tentang Hewan Berdasarkan Jenis Makanannya Berbasis Android,” 112.78.142.42, vol. 8, no. 1, pp. 1204–1213, 2022, [Online]. Available: http://112.78.142.42/index.php/kalbisiana/article/view/349

R. R. Waliyansyah, F. M. Dewanto, F. M. Dewanto, I. N. Ridwan, and I. N. Ridwan, “Pengenalan Hewan Berdasarkan Jenis Makanan (Pewandakan) Dengan Teknologi Augmented Reality Berbasis Android,” TECHSI - J. Tek. Inform., vol. 13, no. 1, p. 1, 2021, doi: 10.29103/techsi.v13i1.2333.

U. Usmaedi, P. Y. Fatmawati, and A. Karisman, “Pengembangan Media Pembelajaran Berbasis Teknologi Aplikasi Augmented Reality Dalam Meningkatkan Proses Pengajaran Siswa Sekolah Dasar,” J. Educ. FKIP UNMA, vol. 6, no. 2, pp. 489–499, 2020, doi: 10.31949/educatio.v6i2.595.

H. D. Pramono, “Penerapan Teknologi Augmented Reality pada Game Pengenalan Hewan Berdasarkan Jenis Makanannya Berbasis Mobile,” J. Inf. Technol., vol. 6, no. 1, p. 13, 2018, [Online]. Available: http://jurnal.stiki.ac.id/J-INTECH/article/view/236

P. Strategi et al., “Penerapan strategi pembelajaran lightening the learning climate dan kaitannya dengan keaktifan peserta didik pada pembelajaran ipa kelas iii sdn 24 temmalebba kota palopo,” pp. 1–79.

B. Muakhirin, “Peningkatan Hasil Belajar Ipa Melalui Pendekatan Pembelajaran Inkuiri Pada Siswa Sd,” J. Ilm. Guru “COPE,” no. 01, pp. 51–55, 2014, [Online]. Available: https://journal.uny.ac.id/index.php/cope/article/viewFile/2933/2453

N. Liza and Z. Dahlan, “Analisis Pemanfaatan Alam Sekitar Dalam Pembelajaran IPA Di Madrasah Ibtidaiyah,” J. Pemikir. dan Pengemb. Sekol. Dasar, vol. 10, no. 2, pp. 112–121, 2022, doi: 10.22219/jp2sd.v10i2.19987.

S. Zubaidah, U. N. Malang, and U. Lestari, “PENGARUH MODEL PEMBELAJARAN INKUIRI TERBIMBING DENGAN TEKNIK MIND MAPPING TERHADAP MOTIVASI DAN HASIL BELAJAR SISWA SMP Hosnul Khotimah , Siti Zubaidah , dan Umie Lestari Pembelajaran IPA merupakan pembelajaran yang membuat siswa memperoleh pengalaman lan,” no. January 2015, 2018.

W. Ciptaningtyas, B. A. Mukmin, and K. E. Putri, “E-Book Interaktif Berbasis Canva Sebagai Inovasi Sumber Belajar Materi Sistem Pencernaan Manusia Kelas V SD,” J. Pemikir. dan Pengemb. Sekol. Dasar, vol. 10, no. 2, pp. 160–174, 2022, doi: 10.22219/jp2sd.v10i2.21788.

S. Sulthon, “Pembelajaran IPA yang Efektif dan Menyenangkan bagi Siswa MI,” Elem. Islam. Teach. J., vol. 4, no. 1, 2017, doi: 10.21043/elementary.v4i1.1969.

N. K. R. Purwati, Nia Nilamsari, and P. W. M. Wijaya, “Penerapan Model Pembelajaran Kooperatif Tipe Stad (Student Teams Achievement Divisions) Untuk Meningkatan Hasil Belajar Siswa Pada Materi Lingkaran,” J. Pembelajaran dan Pengemb. Mat., vol. 4, no. 2, pp. 33–45, 2024, doi: 10.36733/pemantik.v4i2.9433.

L. Hilmi et al., “Perancangan Aplikasi Multimedia Sebagai Media Pembelajaran Jenis Hewan Berdasarkan Makanannya Menggunakan Augmented Reality Designing Multimedia Applications As a Medium for Learning Types of,” vol. 2, no. 1, pp. 25–30, 2023, doi: 10.14710/jtk.v1i4.37255.

Dimas Wahyu Wibowo, Odhitya Desta Triswidrananta, and Adn Maulidya Handah Putri, “Augmented Reality sebagai Alat Pengenalan Hewan untuk Media Pembelajaran dengan Metode Multiple Marker,” J. Sist. dan Inform., vol. 16, no. 1, pp. 43–51, 2021, doi: 10.30864/jsi.v16i1.404.

D. Ardiansyah, A. Eviyanti, and A. S. Fitrani, “Animal Recognition Application Based on Food Type Using Android Based Augmented Reality,” Procedia Eng. Life Sci., vol. 2, no. 2, 2022, doi: 10.21070/pels.v2i2.1227.

S. Tresnawati, R. R. Wulandari, and C. Tiara, “Media Pembelajaran Pengenalan Hewan Berdasarkan Jenis Makanan Dan Ekosistem Berbasis Augmented Reality,” pp. 26–29.

M. Hanafi, “Augmented Reality Pengenalan HewanBerdasarkan Kelompok Makanan,” Jurnal, pp. 1–2, 2019.

E. Z. N. Syifa and M. Mustagfirin, “Augmented Reality sebagai Media Edukasi Pengenalan Hewan Berdasarkan Jenis Makanannya,” Pros. Sains Nas. dan Teknol., vol. 12, no. 1, p. 279, 2022, doi: 10.36499/psnst.v12i1.6993.

Kristina, M. Fatih, and C. Alfi, “Pengembangan Media 3D Berbasis Augmented Reality Menggunakan PBL Materi Penggolongan Hewan untuk Meningkatkan Self Esteem Siswa Kelas V SD,” J. Pemikir. dan Pengemb. Sekol. Dasar, vol. 11, no. 1, pp. 59–72, 2023, doi: 10.22219/jp2sd.v11i1.25677.

E. Mulyatiningsih, “PENGEMBANGAN MODEL PEMBELAJARAN Endang,” Islam. Educ. J., p. 35,110,114,120,121, 2015.

A. G. A. Gusti and Indra Martha Rusmana, “Pengembangan Media Lagu Rumus Matematika Berbasis Audio Player Untuk Kelas Vi Sd/Sederajat,” J. Lebesgue J. Ilm. Pendidik. Mat. Mat. dan Stat., vol. 1, no. 3, pp. 140–152, 2020, doi: 10.46306/lb.v1i3.28.

S. Fitriani Eka, A. Muhsinah, and K. Dedi, “Pengembangan Media Pembelajaran IPA menggunakan Augmented Reality (AR) Berbasis Android pada Siswa Kelas III SDN 015 Tarakan,” Widyagogik, vol. 6, no. 1, pp. 57–72, 2018, [Online]. Available: https://journal.trunojoyo.ac.id/widyagogik/article/download/4562/3172

F. R. A. Putri, “Pengembangan Augmented Reality Berbasis Android Untuk Enjoyful Learning Pada Anak ADHD,” vol. 1, no. 1, pp. 51–62, 2024.

Downloads

Published

2025-04-30

How to Cite

LEARNING MEDIA FOR ANIMAL CLASSIFICATION BASED ON FOOD TYPES BASED ON AUGMENTED REALITY. (2025). Jurnal Pendidikan Teknologi Informasi (JUKANTI), 8(1), 86-95. https://doi.org/10.37792/jukanti.v8i1.1523

Similar Articles

11-20 of 84

You may also start an advanced similarity search for this article.