Edukasi Pengenalan Huruf Hijaiyah dengan Memanfaatkan Teknologi Augmented Reality

Authors

  • Fajar Septian Universitas Pamulang
  • Bobi Agustian Universitas Pamulang

DOI:

https://doi.org/10.32493/informatika.v5i4.8214

Keywords:

Hijaiyah, Augmented Reality, Marker, Technology

Abstract

Augmented Reality (AR) technology provides opportunities for science and engineering. AR also has great opportunities in the world of education, which is to provide and display additional information in the form of 3D objects, video, sound, and text on an object. Smartphone software developers have developed Augmented reality technology that was previously developed on PC devices where this technology utilizes the existing camera on a smartphone. With this situation, AR technology has the opportunity to be used in the development of a media for recognizing hijaiyah letters, so that children will be happier learning because of its attractive appearance and teachers or parents can more easily teach lessons to their children. The way to use it is as follows: first, the user puts a registered and printed marker, second, the smartphone camera identifies (tracking) the marker. If the marker is invalid, the user repeats the identification process. If the marker is valid and identified, the marker will display the hijaiyah letter object in three-dimensional form. Third, users can understand the shape and pronunciation of hijaiyah letters by touching the virtual button on the marker

References

Ableson, F., & Sen, R. (2011). Android in action. Manning Publications Co.

Adami, Feby Zulham dan Cahyani Budihartanti. 2016. “Penerapan Teknologi Aumneted Reality Pada Media Pembelajaran Sistem Pencernaan Berbasis Android.†Jurnal Teknik Komputer AMIK BSI. 2(1): 123.

Barfield, W. (Ed.). (2015). Fundamentals of wearable computers and augmented reality. CRC press.

Debiyanti, D., Sutrisna, S., Budrio, B., Kamal, A. K., & Yulianti, Y. (2020). Pengujian Black Box pada Perangkat Lunak Sistem Penilaian Mahasiswa Menggunakan Teknik Boundary Value Analysis. Jurnal Informatika Universitas Pamulang, 5(2), 162-166. doi:10.32493/informatika.v5i2.5446

Dipura Atmaja, Nanda Juanda. 2018. “Pengembangan Aplikasi Media Pembelajaran Interaktif 3D tata surya Menggunakan Teknologi Augmented Reality Dengan Android.†Seminar Nasional Sains dan Teknologi. p- ISSN : 2407 – 1846 e-ISSN : 2460 – 8416 Hal: 1-12.

Hanum, W. S., & Saifudin, A. (2019). Rancang Bangun Aplikasi Panduan Pariwisata di Kabupaten Banyuwangi Mobile Berbasis Android. Jurnal Teknologi Sistem Informasi dan Aplikasi, 2(2), 59-65. doi:10.32493/jtsi.v2i2.2798

Haryani, Prita dan Joko Triyono. 2017. “Augmented Reality (AR) Sebagai Teknologi Interaktif Dalam Pengenalan Benda Cagar Budaya Kepada Masyarakat.†Jurnal SIMETRIS. 8(2): 807-812.

Hashimi, S., Komatineni, S., & MacLean, D. (2011). Pro Android 3. Apress.

Idrus, Ali dan Andreo Yudherta. 2016. “Pengembangan Augmented Reality Sebagai Media dalam Meningkatkan Pemahaman Teks Bacaan.†Jurnal Teknologi Pendidikan. 18(3): 140-155.J. K. Author, “Title of chapter in the book,†in Title of His Published Book, xth ed. City of Publisher, Country if not USA: Abbrev. of Publisher, year, ch. x, sec. x, pp. xxx–xxx.

Kurniawan, Didik, Aristoteles dan Muhammad Fathan Kurniawan. 2015. “Augmented Reality (AR) Sebagai Teknologi Interaktif Dalam Pengenalan Benda Cagar Budaya Kepada Masyarakat.†Jurnal Komputasi. 3(2): 136-143.

Mednieks, Z. R., Dornin, L., Meike, G. B., & Nakamura, M. (2012). Programming android. " O'Reilly Media, Inc.".

Muslimin, D. B., Kusmanto, D., Amilia, K. F., Ariffin, M. S., Mardiana, S., & Yulianti, Y. (2020). Pengujian Black Box pada Aplikasi Sistem Informasi Akademik Menggunakan Teknik Equivalence Partitioning. Jurnal Informatika Universitas Pamulang, 5(1), 19-25. doi:10.32493/informatika.v5i1.3778

Ong, S. K., & Nee, A. Y. C. (2013). Virtual and augmented reality applications in manufacturing. Springer Science & Business Media.

Pratala, C. T., Asyer, E. M., Prayudi, I., & Saifudin, A. (2020). Pengujian White Box pada Aplikasi Cash Flow Berbasis Android Menggunakan Teknik Basis Path. Jurnal Informatika Universitas Pamulang, 5(2), 111-119. doi:informatika.v5i2.4713

Yulistina, S. R., Nurmala, T., Supriawan, R. M., Juni, S. H., & Saifudin, A. (2020). Penerapan Teknik Boundary Value Analysis untuk Pengujian Aplikasi Penjualan Menggunakan Metode Black Box Testing. Jurnal Informatika Universitas Pamulang, 5(2), 129-135. doi:10.32493/informatika.v5i2.5366

Downloads

Published

2020-12-31