Main Article Content

Abstract

Technology that is developing very rapidly today is no exception in the world of education, the convenience offered by technology cannot be denied by shifting the way children learn who were born and raised in the digital era. In the field of education, augmented reality technology has been widely implemented, such as applications that use augmented reality book aids. This study aims to create an alternative application as a learning medium for the introduction of traditional musical instruments with a multimedia development method by an elementary school educational institution. In this study, the augmented reality method used is Image Based Tracking, which uses images as markers. The tool that helps in making AR is the Vuforia SDK which is used as a storage area marker. By doing this research, the results were obtained in the form of an Augmented Reality Traditional Musical Instrument Recognition application that runs on the Android platform and respondent testing using the User Acceptance Testing (UAT) method with a value of 86%.

Keywords

Technology, Augmented Reality, Image Based Tracking, UAT, Traditional Musical Instruments

Article Details

How to Cite
Ramadhan, Z. S. ., Andrea, R., & Suswanto. (2022). Development of Augmented Reality Traditional Musical Education Applications. TEPIAN, 3(1), 49–54. https://doi.org/10.51967/tepian.v3i1.690

References

  1. Azhar, N. F., Cahyono, E. B., Kom, S. M. T., Wicaksono, G. W., & Kom, S. (2014). Pemanfaatan Augmented Reality Untuk Game “ Ranger Target ” Fps Berbasis Android Menggunakan Unity 3D Dan Vuforia Sdk.
  2. Ernawati, R. S., Hidayat, E. W., & Rahmatulloh, A. (2017). Implementasi Teknologi Augmented Reality Sebagai Media Pengenalan Aksara Sunda Berbasis Android. Jurnal Teknik Informatika Dan Sistem Informasi, 3(3), 512–523. https://doi.org/10.28932/jutisi.v3i3.671
  3. Faisal, A., Gunawan, A., Supiandi, A., Suherman, A., & Kusnadi, I. T. (2018). Aplikasi Pengenalan Batik Tradisional Indonesia Berbasis Android. Jurnal Teknologi Dan Informasi, 8(1), 98–105. https://doi.org/10.34010/jati.v8i1.905
  4. Kurniawan, D. A., Sugiarso, B. A., Elektro, T., Sam, U., & Manado, R. (2019). Pengenalan Alat Musik Bambu Menggunakan Augmented Reality 3 Dimensi. Jurnal Teknik Informatika, 14(3), 291–302.
  5. https://doi.org/10.35793/jti.14.3.2019.24146
  6. Rosadi, M. E., & Purnomo, I. I. (2018). Rancang Bangun Media Pembelajaran Seni Dan Budaya Suku Banjar Berbasis Augmented Reality. Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM), 3(2), 53-58.L. (2020). Rancang Bangun Media Pembelajaran Augmented Reality Mengenal Alat Musik Degung. Jurnal Teknik Informatika Dan Sistem Informasi, 6(2), 342–353.
  7. https://doi.org/10.28932/jutisi.v6i2.2699
  8. Nugraha, I. S., Satoto, K. I., & Martono, K. T. (2014). Pemanfaatan Augmented Reality untuk Pembelajaran Pengenalan Alat Musik Piano. Jurnal Teknologi Dan Sistem Komputer, 2(1), 62–70.
  9. https://doi.org/10.14710/jtsiskom.2.1.2014.62-70
  10. Prasetyo, A. (2020). Pengembangan Media Pembelajaran: Pengembangan Multimedia Interaktif Berbasis Problem Based Learning. Yogi Agung Prasetyo.
  11. https://books.google.co.id/books?id=uirRDwAAQBAJ
  12. Rustandy, O., Pranayama, A., Sutanto, R. P., Studi, P., Komunikasi, D., Seni, F., & Petra, U. K. (2017). Perancangan Buku Merangkai Bentuk 3D Tentang Alat Musik Tradisional Nusantara Untuk Anak Usia 9-12 Tahun Abstrak Pendahuluan Metode Perancangan.
  13. Satria, B., & Prihandoko. (2018). Implementasi Metode Marker Based Tracking Pada Aplikasi Bangun. Universitas AMIKOM Yogyakarta, 1–5.
  14. Setyawan, R. A., & Dzikri, A. (2016). Analisis Penggunaan Metode Marker Tracking Pada Augmented Reality Alat Musik Tradisional Jawa Tengah. Simetris : Jurnal Teknik Mesin, Elektro Dan Ilmu Komputer, 7(1), 295. https://doi.org/10.24176/simet.v7i1.517
  15. Sofian, D. I., Syarief, A., Saidi, A. I., Sofian, D. I., Syarief, A., & Saidi, A. I. (2020). Pengembangan Aplikasi Mobile Pengenalan Alat Musik Tradisional Betawi Dengan Memanfaatkan Teknologi Augmented Reality. 3(1), 1–14.