Interactive AR Book Learning Media for Introducing Animal Types Based on Augmented Reality for Early Childhood
DOI:
https://doi.org/10.64803/ikosstemi.v2.149Kata Kunci:
Augmented Reality, Marker Based AR, Interactive Learning Media, Early Childhood, AR BookAbstrak
Augmented Reality (AR) is a technology that can display two-dimensional (2D) and three-dimensional (3D) virtual objects in real time through smartphone screens or other digital devices. In its application, AR technology utilizes markers in the form of certain images or images to display 3D objects that have been designed on the system. The implementation of Augmented Reality is currently widely used in various fields, one of which is in the field of education as an interactive learning medium for early childhood. The problem that is often found in the learning process is the use of learning media that is still conventional so that children easily feel bored and less interested when getting to know the type of animal. This research aims to design an interactive learning media AR Book to recognize animal types based on Augmented Reality in early childhood using Assemblr Studio. The research method used is Research and Development (R&D) with the ADDIE development model which consists of the analysis, design, development, implementation, and evaluation stages. The types of animals used include land, sea, and air animals that are displayed in the form of three-dimensional objects (3D) through the process of scanning markers using a smartphone. Learning media is also equipped with information on animal characteristics so that it helps children understand the material more interestingly and interactively. Research results show that Augmented Reality-based AR Book learning media can be used well as a learning tool and help increase early childhood learning interest in recognizing animal species.
Referensi
Andikos, A. F., & Kom, M. (2019). PERANCANGAN APLIKASI MULTIMEDIA INTERAKTIF SEBAGAI MEDIA PEMBELAJARAN PENGENALAN HEWAN PADA TK ISLAM BAKTI 113 KOTO SALAK. 1(1), 34–49. https://doi.org/doi.org/10.2564/js.v1i1.9
Atikah, C., Rusdiyani, I., & Ridela, R. (2023). Pengembangan Media Pembelajaran Berbasis Augmented Reality Pada Tema Binatang Purba Untuk Mengembangkan Kemampuan Kognitif Anak Usia Dini Kelompok B ( 5-6 ) Tahun. 9(2), 89–101. https://doi.org/10.18592/jea.v9i2.9326
Dianrizkita, Y., Seruni, H., & Agung, H. (2018). ANALISA PERBANDINGAN METODE MARKER BASED DAN MARKLESS AUGMENTED REALITY PADA BANGUN RUANG. 6(3), 121–128. https://doi.org/doi.org/10.21107/simantec.v6i3.4405
Harsiwi, U. B., & Arini, L. D. D. (2020). Pengaruh Pembelajaran Menggunakan Media Pembelajaran Interaktif terhadap Hasil Belajar Siswa di Sekolah Dasar. 4(4), 1104–1113. https://doi.org/10.31004/basicedu.v4i4.505
Kevin, M., Mahendra, I., Sindu, I. G. P., & Divayana, G. H. (2021). Pengembangan Media Pembelajaran Augmented Reality Book 2 Dimensi Sub Tema Lingkungan Alam di PAUD Telkom Singaraja. 10, 1–12. https://doi.org/doi.org/10.23887/karmapati.v10i1.30217
Muhyidin, M. A., Sulhan, M. A., & Sevtiana, A. (2020). PERANCANGAN UI/UX APLIKASI MY CIC LAYANAN INFORMASI AKADEMIK MAHASISWA MENGGUNAKAN APLIKASI FIGMA. 10(2), 208–219. https://doi.org/10.51920/jd.v10i2.171
Rahayu, S. L., & Utama, U. P. (2018). PENERAPAN GAME DESIGN DOCUMENT DALAM PERANCANGAN GAME INTERACTIVE EDUCATION GAMES TO INTEREST STUDENTS ’ INTEREST IN. 5(3), 341–346. https://doi.org/10.25126/jtiik.201853694
Saurina, N. (2003). PENGEMBANGAN MEDIA PEMBELAJARAN UNTUK ANAK USIA. 95–108. https://doi.org/doi.org/10.31284/j.iptek.2016.v20i1.27
Sucipto, A., Adrian, Q. J., & Kencono, M. A. (2021). Martial Art Augmented Reality Book ( Arbook ) Sebagai Media Pembelajaran Seni Beladiri Nusantara Pencak Silat. 10, 40–45. https://doi.org/doi.org/10.32736/sisfokom.v10i1.983
Unduhan
Diterbitkan
Terbitan
Bagian
Lisensi
Hak Cipta (c) 2026 Farhan Fadhel Muhammad, Saiba Anjeli, Yuke Try Hafsani, Yoyon Efendi, Nurul Utami (Author)

Artikel ini berlisensi Creative Commons Attribution 4.0 International License.






