Pengembangan Aplikasi Augmented Reality sebagai Media Edukasi Pertanian Porang untuk Masyarakat

Fendi Aji Purnomo, Eko Harry Pratisto, Yudho Yudhanto, Ovide Decroly Wisnu Ardhi, Taufiqurrakhman Nur Hidayat, Achmat Fajri

Abstract

Abstrak:

Rendahnya kualitas program dan kurangnya sumber daya manusia ahli, yang dapat diatasi melalui integrasi teknologi AR untuk meningkatkan proses pembelajaran. Penelitian ini berfokus pada pengembangan aplikasi edukasi berbasis Augmented reality (AR) untuk meningkatkan pemahaman masyarakat, khususnya petani pemula, mengenai budidaya tanaman porang, yang merupakan komoditas pertanian berkelanjutan. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahap: konsep, desain, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Hasil penelitian menunjukkan bahwa aplikasi AR yang dikembangkan berhasil diuji dengan metode black box, dan semua fungsinya berjalan dengan baik. Dari kuesioner yang diisi oleh 30 responden, diperoleh rata-rata presentase kepuasan untuk variabel desain sebesar 90%, kemudahan 90,5%, dan manfaat 86%, yang menunjukkan bahwa responden sangat setuju dengan penggunaan aplikasi ini sebagai alat edukasi dalam budidaya tanaman porang, sehingga dapat membantu meningkatkan pengetahuan dan keterampilan petani.

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Abstract:

The low quality of educational programs and the lack of skilled human resources can be addressed through the integration of Augmented reality (AR) technology to enhance the learning process. This study focuses on the development of an AR-based educational application aimed at improving the understanding of the community, particularly novice farmers, regarding the cultivation of porang, a sustainable agricultural commodity. The research methodology employed is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, production, testing, and distribution. The results of the study indicate that the developed AR application was successfully tested using the Black Box method, and all functionalities operated effectively. From the questionnaires completed by 30 respondents, the average satisfaction percentages for the design variable were 90%, ease of use 90.5%, and benefits 86%, indicating that respondents strongly agreed with the use of this application as an educational tool in porang cultivation, thereby helping to enhance farmers' knowledge and skills.

Keywords

Augmented Reality, porang, unity, vuforia

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References

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