Rancang Bangun Media Pembelajaran Interaktif Berbasis Augmented Reality pada Mata Pelajaran Dasar Dasar Teknik Elektronika

Authors

  • Yudi Hermansyah Universitas Negeri Padang
  • Mahesi Agni Zaus Universitas Negeri Padang

DOI:

https://doi.org/10.61132/jupiter.v3i5.1046

Keywords:

Augmented Reality, Educational Innovation, Interactive Learning Media, Learning Motivation, Educational Technology

Abstract

This study aims to design and develop an interactive learning medium based on Augmented Reality (AR) for the subject of Basic Electronics Engineering, particularly on the topic of active and passive electronic components, in order to enhance the understanding and learning motivation of tenth-grade students at SMK Negeri 5 Padang. The development method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of conceptualization, design, material collection, production, testing, and distribution. The final product of this research is an Android application utilizing AR technology to display 3D objects of electronic components, equipped with learning materials, educational videos, interactive evaluations, and a scan marker feature. The results of the development and implementation of this learning medium show that the Android application serves as an interactive medium that supports the learning process through Augmented Reality technology. The application received a score of 93% from the Media Expert, categorized as “Valid,” and 89.3% from the Material Expert, also categorized as “Valid.” Furthermore, the practicality test conducted with students showed an overall score of 93.15%, categorized as “Very Practical.” Based on the design results and validation by the Media Expert and Material Expert, it can be concluded that this interactive learning medium based on Augmented Reality technology is highly feasible for use. Furthermore, the implementation of this application in the learning process shows an increase in student participation and enthusiasm during the learning activities. Students appear more interested in exploring the material through 3D visualizations provided by AR technology, compared to conventional methods. The interactivity offered by the application, such as evaluation features and educational videos, also helps students understand concepts in a deeper and more enjoyable way. This shows that the integration of AR technology in learning media not only improves the effectiveness of the quality of the material.

References

Affandi, M. R., Widyawati, M., & Bhakti, Y. B. (2020). Analisis efektivitas media pembelajaran e-learning dalam meningkatkan hasil belajar siswa kelas X pada pelajaran fisika. Jurnal Pendidikan Fisika, 8(2), 150.

Aisyah, S., & Ratnasari, S. L. (2021). Analis pengembangan media pembelajaran. Jurnal Manajemen dan Operasional Bisnis. https://www.journal.unrika.ac.id/index.php/JMOB/index

Alfitriani, N., Maula, W. A., & Hadiapurwa, A. (2021). Penggunaan media augmented reality dalam pembelajaran mengenal bentuk rupa bumi. Jurnal Pendidikan dan Pembelajaran (JPP), 38(1).

Alifah, R., Megawaty, D. A., Najib, M., & Satria, D. (2021). Pemanfaatan augmented reality untuk koleksi kain tapis (Studi kasus: UPTD Museum Negeri Provinsi Lampung). Jurnal Teknologi dan Sistem Informasi (JTSI), 2. http://jim.teknokrat.ac.id/index.php/JTSI

Apriliano, K. A., Zuhrie, M. S., Ningrum, L. E. C., & Kholis, N. (2023). Pengembangan media pembelajaran berbasis augmented reality untuk materi gerbang logika pada mata pelajaran dasar kejuruan elektronika kelas X di SMKN 3 Surabaya.

Ariaji, R. P. H., & Siregar, I. (2025). Pengembangan modul Sejarah Kebudayaan Islam berbasis flipbook tingkat SD/MI dengan karakter kearifan lokal wilayah Tapanuli Bagian Selatan. Al-Madrasah: Jurnal Pendidikan Madrasah Ibtidaiyah, 9(2), 668. https://doi.org/10.35931/am.v9i2.4218

Azzarkasyi, M., Rizal, S., & Fatmaliana, A. (2023). Teori, komponen, dan penerapan elektronika dasar.

Fricticarani, A., Hayati, A., Hoirunisa, I., & Rosdalina, G. M. (2023). Strategi pendidikan untuk sukses di era Teknologi 5.0. Jurnal Pendidikan dan Teknologi Informasi, 4(1).

Molina, G., & Thamrin, T. (2021). Pengembangan media pembelajaran komponen elektronika berbasis augmented reality. Voteteknika (Vocational Teknik Elektronika dan Informatika), 9(4), 20–26. http://ejournal.unp.ac.id/index.php/voteknika/index

Mutiara, M., Nunung, K., Lutia, R., Lusiana, L., & Nurnabila, N. (2024). Pemanfaatan peraga augmented reality (AR) menggunakan Assembler Edu bagi anak Nabawiyah Comuniti (SNC). Taroa: Jurnal Pengabdian Masyarakat, 2(2), 28–35. https://doi.org/10.52266/taroa.v2i2.1120

Ramadhan, A. F., Putra, A. D., & Surahman, A. (2021). Aplikasi pengenalan perangkat keras komputer berbasis Android menggunakan augmented reality (AR). Jurnal Teknologi dan Sistem Informasi, 2(2), 24–31.

Ramadhani, D., & Anshari, K. (2022). Kontribusi cara belajar dan media pembelajaran terhadap hasil belajar mata pelajaran menerapkan dasar-dasar elektronika. Research in Education and Technology (REGY), 1(1). https://doi.org/10.56248/regy.v1i1.1

Rozi, F., & Anwar, M. (2024, March 1). Perancangan media pembelajaran interaktif berbasis teknologi augmented reality pada mata pelajaran dasar elektronika. Voteteknika (Vocational Teknik Elektronika dan Informatika), 12(1), 52. https://doi.org/10.24036/voteteknika.v12i1.124683

Sari, W. P., & Okra, R. (2020). Perancangan aplikasi mobile penyetoran ayat untuk mahasiswa komprehensif di IAIN Bukittinggi berbasis Android. Jurnal Ilmiah Informatika, 5(2), 157–167. https://doi.org/10.35316/jimi.v5i2.957

Shalih, P. R., & Irfansyah, I. (2020). Perancangan game berbasis multimedia development life cycle (MDLC) tentang tokoh pahlawan Indonesia masa kini untuk generasi Z. Edsence: Jurnal Pendidikan Multimedia, 2(2), 83–92. https://doi.org/10.17509/edsence.v2i2.26690

Swara, G. Y. (2020). Pemanfaatan visualisasi 3D pada multimedia interaktif dalam pengenalan penyakit demam berdarah. Jurnal Teknoif Teknik Informatika Institut Teknologi Padang, 8(1), 19–24. https://doi.org/10.21063/JTIF.2020.V8.1

Yanto, D. T. P., Candra, O., Dewi, C., Hastuti, H., & Zaswita, H. (2022). Electric drive training kit sebagai produk inovasi media pembelajaran praktikum mahasiswa pendidikan vokasi: Analisis uji praktikalitas. JINoP (Jurnal Inovasi Pembelajaran), 8(1). https://doi.org/10.22219/jinop.v8i1.19676

Downloads

Published

2025-08-25

How to Cite

Yudi Hermansyah, & Mahesi Agni Zaus. (2025). Rancang Bangun Media Pembelajaran Interaktif Berbasis Augmented Reality pada Mata Pelajaran Dasar Dasar Teknik Elektronika. Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro Dan Informatika, 3(5), 01–11. https://doi.org/10.61132/jupiter.v3i5.1046

Similar Articles

<< < 3 4 5 6 7 8 9 > >> 

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