Information Technology Infrastructure Hardware Device Learning Application Uses Augmented Reality
DOI:
https://doi.org/10.31004/jptam.v7i1.5286Keywords:
Peserta Didik, Praktikum Perangkat Keras Infrastruktur Teknologi Informasi, Unity, Augmented Reality, Markerless, StudioAbstract
Mahasiswa kesulitan untuk belajar dengan berani karena alat untuk belajar praktikum perangkat keras Infrastruktur Teknologi Informasi khususnya perangkat keras Infrastruktur Teknologi Informasi tidak tersedia di rumah masing-masing, sehingga diperlukan aplikasi yang dapat mendukung kekurangan tersebut, oleh karena itu diperlukan aplikasi pembelajaran perangkat keras merancang Infrastruktur Teknologi Informasi menggunakan augmented reality dalam pembelajaran perangkat keras Infrastruktur Teknologi Informasi, aplikasi penelitian ini bertujuan untuk memberikan pembelajaran tentang materi perangkat keras Infrastruktur Teknologi Informasi dan komponen-komponennya pada mata pelajaran perangkat keras Infrastruktur Teknologi Informasi. Aplikasi ini dirancang dengan menggunakan metode Development Life Cycle (MDLC). Augmented reality dibuat dengan metode markerless berbasis android menggunakan software Unity engineering, dan 3D blender adalah software untuk membuat objek 3D untuk perangkat dan komponen hardware Infrastruktur Teknologi Informasi, text-editor yang digunakan untuk script Unity adalah Visual Studio Code yang menggunakan bahasa C# , untuk membuat icon menu menggunakan software Paint tool sai. Aplikasi ini akan memperkenalkan 7 perangkat hardware Infrastruktur Teknologi Informasi yaitu komputer, mouse, keyboard, printer, server, speaker, wifi dalam bentuk augmented reality.
References
Rohim, Iim Abdul, Putra Jaya. 2019. "Designing and Making Augmented Reality Learning Media in Electronic Engineering Teaching". VOTECHNIC. Volume 7 (3). hlm. 129-135.
Mauludin, Rizqi, Anggi Srimurdianti Sukamto, Hafiz Muhardi. (2017). Application of Augmented Reality as a Digestive System Learning Media in Humans in Biology Subjects. JEPIN. 3(2). hlm. 117-123llu.
Mahendra, Ida Bagus, 2016. Implementation of Augmented Reality (Ar) Using Unity 3d and Vuporia Sdk. Scientific Journal of Computer Science, Udayana University. Volume 9(1). hlm. 1-5.
Hamzah, Saidina, Denny Kurniadi. 2019. Development of Augmented Reality-Based Network Hardware Learning Media on the Android Platform. Votechnic. 7(3), 147-157..
Permana, A Yudi & Puji Romadhon. 2019. “Designing a Housing Sales Information System Using the SDLC Method at PT. Mandiri Land SEJAHTERA Mobile-Based”. SIGMA-Pelita Bangsa Technology Journal. vol. 10 (2). hlm. 155.
Prasetyo, Sigit. 2017. “Development of Android-Based Science Learning Media”. JMI. vol. 1 (1). pp. 121-140.
Surahman, Ritman Ishak Paudi, Dewi Tureni. 2015. "Improving Student Learning Outcomes in Learning Natural Science, Language of Living Creatures and Life Processes Through Contextual Picture Media in Second Grade Students of SD Alkahiraat Towera". Tadulako Online Creative Journal. vol. 3 (4). hlm. 92-107.
Kurnia, Reni, Huda, Asrul, Nurindah Dwiyani. 2015. Development of Android Augmented Reality-Based Magicbook Interactive Media in Training Courses on Application of Peripheral Functions and PC Installation. Votechnica, 3(1), 31-38.
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2023 Dol FrialdoAuthors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work’s authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).