Rancang Bangun Aplikasi Edukasi Hardware Komputer Berbasis Teknologi Augmented Reality dengan Menggunakan Android

Andri Wahyu Saputra(1*), adhi susano(2), Puji Astuti(3)

(1) Universitas Indraprasta PGRI
(2) Universitas Indraprasta PGRI
(3) 
(*) Corresponding Author

Abstract


In studying and visualizing computer devices students and students tend to experience difficulties when they want to learn and memorize computer units. This study aims to create a learning application about computer hardware by utilizing the development of Android-based smartphone technology using augmented reality technology. The development method used to build this application is the waterfall method. Making this application uses C # language and unity 3D game engine software. This application applies vuforia as SDK to create an augmented reality that runs on the Android OS and uses a virtual button located in the marker. This application provides information and displays 3D objects about computer hardware, specifically for processing units, namely processor, motherboard, RAM, hard drive and VGA. The chosen research subjects were students and students who had studied computer hardware components. This is determined to find out the difficulties faced by students and students in studying the material of computer hardware. The purpose of making this application is that students, students or even people outside the IT profession can study computer hardware material with the help of applications that provide 3D object models and relevant information without having to look at books or other media.

 

Key Word : Android, Augmented Reality, Computer, Waterfall, Unity


Full Text:

PDF

References


Ambarita, A. dan Muharto. (2016). Metode penelitian sistem informasi: mengatasi kesulitan mahasiswa dalam menyusun proposal penelitian. Yogyakarta: Deepublisher.

Dhanta, Rizky.(2009). Pengantar Ilmu Komputer. Surabaya: Andi.

Haller, M. Billinghust, M. Dan Thomas, B.H. (2007).Emerging technologies of augmented reality: interface and design. Hershey: Idea Group.

Kurniawan, Y.(2005).ActionScript 2.0 Flash MX 2004. Jakarta: PT elex media komputindo.

Paliling, A. (2017). Katalog Penjualan Rumah Berbasis Android Menggunakan Teknologi Augmented Reality dan Virtual Reality, 16(1), 35–46.

Sagita, S., & Amalia, R. (2014). Pembelajaran Tata Surya Menggunakan Teknologi Augmented Reality. Faktor Exacta, 7(3), 224–235.

Salbino, S.(2015). Buku pintar gadget android untuk pemula. Jakarta: KunciKom

Sutarbi, Tata.(2013). Komputer dan Masyarakat. Yogyakarta: Andi.

Sitorus, Lamhot.(2016). Algoritma dan pemrograman. Yogyakarta: Andi.




DOI: http://dx.doi.org/10.30998/faktorexacta.v11i4.3100

Refbacks

  • There are currently no refbacks.




Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

DOAJ faktor exacta Garuda ISSN BRIN sinta

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Flag Counter

site
stats View Faktor Exacta Stats


pkp index