Penerapan Augmented Reality sebagai Media Pembelajaran Perubahan Wujud Benda untuk Sekolah Dasar Berbasis Android

  • Raden Neomy Lusie Ratna Deseina Budy Putri Institut Teknologi Telkom Purwokerto
  • Novian Adi Prasetyo Institut Teknologi Telkom Purwokerto
  • Tenia Wahyuningrum Institut Teknologi Telkom Purwokerto
Keywords: Pembelajaran, Augmented Reality, Android, Perubahan Wujud Benda


The COVID 19 outbreak has had a tremendous impact. In Indonesia in the education sector, face-to-face learning in the classroom is replaced by online learning by utilizing internet applications and technology. With such sudden changes in learning methods, UNICEF Indonesia and the Ministry of Religious Affairs of the Republic of Indonesia conducted a survey on the level of development and satisfaction in learning, and the results in elementary school learning are very many children who find it difficult to learn and understand the material, especially materials that require time, practice and reasoning, as well as material Changes in The Form of Objects in the subjects of Natural Sciences Elementary School  Third grade. With such case studies, the authors provide solutions by providing more interesting and easy-to-understand learning methods, namely using the concept of Augmented Reality. This android-based Perwuda CPG app combines the concept of markers in the form of picture cards with Augmented Reality apps. Markers contained on the picture card will be captured by the camera from the smartphone device and then processed to bring up 3D objects and some 3D objects that have been animated from changes in the shape of objects on the layer in realtime. The results of this Perwuda CPG trial on several types of smartphones show that all functions in the Application are running well. Then for user satisfaction researchers use heuristic evaluation method with 10 heuristics to three expert usability evaluators. There are 30 questions for each evaluator, in evaluating the application evaluators find problems, but the problem is found by some evaluators only, where the first evaluator finds 17 problems, the second evaluator finds 6 problems, the third evaluator finds 12 problems. The results of each evaluator in the number and in average so as to produce the highest severity rating for CPG application problems that is in visibility of system status with an average number of values - average value of 1.22, and severity rating is the lowest consistency and standards with an average number - average value of 0.22


WHO Indonesia, “Coronavirus Disease 2019 (COVID-19) Ikhtisar Kegiatan,” WHO Indonesia, Jakarta, 2020.

C. Sohrabi, Z. Alsafi, N. O'Neill, M. Khan, A. Kerwan, A. Al Jabir, C. Losifidis and R. Agha, “World Health Organization declares global emergency : A review of the 2019 novel coronavirus (COVID-19),” International Journal of Surgery, vol. 76, pp. 71-76, 2020.

A. W. Irawan, D. and M. Lestari, “Psychological Impacts of Students on Online Learning During the Pandemic COVID-19,” KONSELI: Jurnal Bimbingan dan Konseling (E-Journal), vol. 7, no. 1, pp. 53-60, 2020.

UNICEF INDONESIA, “Indonesia: Survei terbaru menunjukkan bagaimana siswa belajar dari rumah,” UNICEF, 16 Juni 2020. [Online]. Available: [Accessed 14 Januari 2021].

I. U-Report and UNICEF, “Rencana Kembali ke Sekolah di masa COVID-19,” Indonesia U-Report, Jakarta, 2020.

Simlitbangdiklat Kemenag Republik Indonesia, “Laporan hasil survei pelaksanaan belajar daring,” Kemenag Republik Indonesia, Jakarta, 2020.

F. Y. A. E. S. Jaka Sutresna, “Media Pembelajaran Matematika Pada Usia Dini Menggunakan Augmented Reality,” JUSTIN : Jurnal Sistem dan Teknologi Informasi, vol. 8, no. 4, pp. 424-429, 2020.

Y. S. R. M. Kholid Fathoni, “Rancang Bangun Aplikasi Modul Pembelajaran Satwa Untuk Anak Berbasis Mobile Augmented Reality,” Jurnal Media Informatika Budidarma, vol. 4, no. 1, pp. 32-41, 2020.

E. I. F. Anggar Ranawijaya, “Analisis Hasil Pengerapan Teknologi Augmented Reality Sebagai Alternatif Media Promosi Pariwisata,” Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi), vol. 4, no. 2, pp. 260-267, 2020.

M. Dewi, T. Wahyuningrum, and N. A. Prasetyo, “Pengenalan Kata Bahasa Isyarat Indonesia (BISINDO) Menggunakan Augmented Reality (AR),” Journal of Informatics, Information System, Software Engineering and Applications, vol. 3, no. 2, pp. 53–060, 2021, doi: 10.20895/INISTA.V3I2.

Hidayatuloh, M., Kartika, K., & Permadi, D. (2022, October 5). Implementation of the C4.5 Algorithm to Predict Online Learning Outcomes (Case Study of MAN 3 Blitar Students). Jurnal Algoritme, 3(1), 33-47.

D. N. Sari, “Pengaruh Metode Eksperimen Terhadap Hasil Belajar Ilmu Pengetahuan Alam (IPA) Materi Sifat dan Perubahan Wujud Benda Siswa Kelas IV Negri 113 Bengkulu Selatan,” e-Repositiory Perpustakaan, pp. 1-75, 2019.

M. R. A. R. Ause Labellapansa, “Augmented Reality Bangunan Bersejarah Berbasis Android (Studi Kasus : Istana Siak Sri Indrapura),” IT Journal Research and Development, vol. 1, no. 2, pp. 1-12, 2017.

K. S. Haryana, "Penerapan Agile Deveopment Menthods Dengan Framework Scrum Pada Perancangan Perangkat Lunak Kehadiran Rapat Umum Berbasis QR-Code," Jurnal Computech & Bisnis, vol. 13, no. 2, pp. 70 - 79, 2019.

H. Alasad, "The Impact of Agile Processes on Organisational Behaviour Within Current Banking Practice," 2020. [Online]. Available: [Accessed 11 Februari 2021].

S. N. Dwi Prasetyo Noto Kusumo, "Perancangan Game Android Adventure Gajah Mada dengan Metode Agile Development," Seminar Nasional Teknologi Informasi dan Komunikasi 2019, pp. 67 - 70, 2019.

N. A. Prasetyo and Y. Saintika, “Integration between Moodle and Academic Information System using Restful API for Online Learning,” Jurnal Ilmiah Teknik Elektro Komputer dan Informatika (JITEKI), vol. 7, no. 2, pp. 358–367, 2021, doi: 10.26555/jiteki.v7i2.21816.

How to Cite
Budy Putri, R. N., Prasetyo, N., & Wahyuningrum, T. (2023). Penerapan Augmented Reality sebagai Media Pembelajaran Perubahan Wujud Benda untuk Sekolah Dasar Berbasis Android. JASMED : Journal of Software Engineering and Multimedia, 1(1), 9-20.