Development of The "Kisah Si Jojo" Android Application Based on Augmented Reality with Unity 3D

Pinasti Dwi Utami, Cindy Rachmawati, Erliana Dewi Saputri, Ery Nur Widiyanto, Arum Sartika, Ulfa Ardianawati

Abstract


Oriented towards the PISA analysis report, the results of the literacy and numeracy abilities of Indonesian students are low and very concerning. Apart from that, there are other problems regarding the ability and interest in reading of Indonesian students which are still below average. The purpose of this research is to motivate and increase students' interest in reading. Therefore, we need a learning media that can encourage students' interest and reading skills with the help of technology, namely through the development and creation of an android literacy application "Kisah Si Jojo" based on Augmented Reality Unity 3D. This android literacy application "Kisah Si Jojo" talks about the importance of tolerance between friends. The research model used in this study is ADDIE with six stages including starting from analysis, design, development, implementation, and evaluation. Based on the research results it is known that the android literacy application "Kisah Si Jojo" is developing well and can be used according to its function.


Keywords


Android; Application; Augmented reality; Literation; Unity

Full Text:

PDF

References


Ahmad, I., Samsugi, S., and Irawan, Y. (2022). Penerapan augmented reality pada anatomi tubuh manusia untuk mendukung pembelajaran titik titik bekam pengobatan alternatif. Jurnal Teknoinfo, 16(1), 46-53.

Almelhi, A. M. (2021). Effectiveness of the ADDIE model within an e-learning environment in developing creative writing in EFL students. English Language Teaching, 14(2), 20-36.

Ati, A. P., & Widiyarto, S. (2020). Literasi bahasa dalam meningkatkan minat baca dan menulis pada siswa smp kota bekasi. Basastra, 9(1), 105-113.

Fami, A., and Hikmat, A. M. (2022). Teknologi augmented reality untuk memorabilia pameran:“OURCHETYPE”. Jurnal Sains Terapan: Wahana Informasi dan Alih Teknologi Pertanian, 12(2), 60-76

Firmansyahputra, B., and Cherid, A. (2020). Aplikasi multimedia pengenalan huruf alfabet, buah dan hewan menggunakan teknologi augmented reality. J. Telekomun. dan Komput, 9(3), 173-185.

Hasanah, N. (2020). Media komik dalam meningkatkan keterampilan membaca siswa di gubuk baca sekolah pagesangan wintaos gunungkidul (Studi Fenomenologi). JURNAL TRANSFORMATIF (ISLAMIC STUDIES), 4(1), 49-62.

Hürst, W., and Van Wezel, C. (2013). Gesture-based interaction via finger tracking for mobile augmented reality. Multimedia Tools and Applications, 62, 233-258.

Jannah, R., and Oktaviani, R. N. (2022). Pengaruh penggunaan media augmented reality terhadap kemampuan literasi numerasi digital pada pembelajaran matematika materi penyajian data kelas v mi at-taufiq. Jurnal Ibriez: Jurnal Kependidikan Dasar Islam Berbasis Sains, 7(2), 123-138.

Kurniawati, F. N. A. (2022). Meninjau permasalahan rendahnya kualitas pendidikan di indonesia dan solusi. AoEJ: Academy of Education, 13(1), 1–13.

Lee, K. (2012). Augmented reality in education and training. TechTrends, 56(2), 13-21

Marshall, T., Keville, S., Cain, A., & Adler, J. R. (2021). On being open-minded, wholehearted, and responsible: A review and synthesis exploring factors enabling practitioner development in reflective practice. Reflective Practice, 22(6), 860-876.

Nincarean, D., Alia, M. B., Halim, N. D. A., and Rahman, M. H. A. (2013). Mobile augmented reality: The potential for education. Procedia-social and behavioural sciences, 103, 657-664.

Nirwana, E. S. (2021). Pengembangan media pembelajaran berbasis game android untuk anak usia 5-6 tahun. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 6(3), 1811-1818.

Silalahi, D. E., Herman, H., Sihombing, P. S. R., Damanik, A. S., & Purba, L. (2022). An Analysis of students’ achievement in reading comprehension through higher order thinking skills (HOTS). Al-Ishlah: Jurnal Pendidikan, 14(2), 1853-1868.

Putra, M. T. M., Sari, A. K., & Risnasari, M. (2018). Pengembangan game educative berbasis android pada materi bangun ruang untuk siswa sekolah dasar. Jurnal Ilmiah Edutic: Pendidikan dan Informatika, 5(1), 39-47.

Ramadhan, A. F., Putra, A. D., and Surahman, A. (2021). Aplikasi pengenalan perangkat keras komputer berbasis android menggunakan augmented reality. Jurnal Teknologi Dan Sistem Informasi, 2(2), 24-31.

Ramadhanty, E., Tolle, H., and Brata, K. C. (2019). Pengembangan aplikasi navigasi menggunakan teknologi augmented reality pada perangkat smartphone berbasis android (Studi Kasus: Jawa Timur Park 1 Malang). Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer e-ISSN, 2548, 964X. 3(8), 7594-7602

Rohim, D. C., and Rahmawati, S. (2020). Peran literasi dalam meningkatkan minat baca siswa di sekolah dasar. Jurnal review pendidikan dasar: Jurnal kajian pendidikan dan hasil penelitian, 6(3), 230–237.

Suharyanto, E. (2021). Pengembangan aplikasi augmented reality berbasis android untuk pengenalan hewan endemik. Jurnal Ilmu Komputer, 4(2), 33-37.

Yin, K., Hsiang, E. L., Zou, J., Li, Y., Yang, Z., Yang, Q., and Wu, S. T. (2022). Advanced liquid crystal devices for augmented reality and virtual reality displays: principles and applications. Light: Science and Applications, 11(1), 161 - 183.




DOI: https://doi.org/10.17509/seict.v3i1.59652

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Journal of Software Engineering, Information and Communication Technology (SEICT)

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Journal of Software Engineering, Information and Communicaton Technology (SEICT), 
(e-ISSN:
2774-1699 | p-ISSN:2744-1656) published by Program Studi Rekayasa Perangkat Lunak, Kampus UPI di Cibiru.


 Indexed by.