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Annisa Sofia Mujahidah

International Journal of Religious Education and Philosophy 2025 International Forum of Researchers and Lecturers

Learning Hajj rituals requires innovation to overcome the limitations of available media, one of which is through the utilization of the integration of the Android platform with Augmented Reality technology. The Muslim Sadiq application on smartphones displays 3D objects related to the practice of Hajj rituals. This study aims to explain the design of interactive media based on Augmented Reality as an innovation in learning Hajj rituals, expected to improve student understanding through a more visual, interactive, and contextual learning experience. This media design method adopts two stages of the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), namely the needs analysis and media design stages. This study reveals that learning Hajj rituals requires interactive and applicable media to overcome the gap between theoretical understanding and the practice of Hajj worship in real life. The designed media utilizes AR technology to create a simulation of Hajj implementation and supports experience-based learning. Although the design has considered technical and pedagogical aspects, this media is still in the design stage and has not been tested or implemented directly. Therefore, further research is needed to assess the effectiveness of this media in learning Hajj rituals.

Ghaniyah Latifa Putri; Rasya Mulki Putra; Harits Rahadi

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The synchronization of mutex and semaphore mechanisms is an important technique in operating systems for managing concurrent resource access in multi-threaded environments. In the Android operating system, which relies on thread-based programming to maintain performance and responsiveness, these two mechanisms play a vital role in preventing race conditions and ensuring data integrity. A mutex is a locking object that ensures that only one thread can access a specific resource at a time, while a semaphore controls access to a limited number of resources by counting the number of threads that can access them simultaneously. In Android, these mechanisms are implemented using the Lock class for mutexes and the Semaphore class for semaphores, both of which can be used to control synchronization between threads in Android applications. This paper will discuss the application of these two mechanisms in the context of shared resource management, as well as a comparison of their performance and advantages in dealing with complex multi-threading scenarios on Android. Emphasis will also be placed on the challenges faced in using these two mechanisms in Android applications, as well as how proper programming can avoid deadlocks and improve application efficiency.

Amalia Kusuma Dewi; Ernita Vika Aulia; Muhamad Arif Mahdiannur

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 International Forum of Researchers and Lecturers

The development of digital media and innovative learning models in Junior High School Science education reflects a sustained commitment to meeting the demands of 21st-century skills and improving the quality of science instruction. A comprehensive literature review (2019–2024) reveals the dominance of the Research and Development (R&D) approach, which consistently yields highly valid, practical, and effective digital resources, such as Augmented Reality (AR), Android-based applications, and interactive educational games. These digital tools are synergistically integrated with modern instructional models, including Problem-Based Learning (PBL), Inquiry-Based Learning (IBL), and Predict-Observe-Explain (POE), which are proven effective in increasing student engagement, enhancing cognitive outcomes, and honing essential competencies such as Science Process Skills (SPS) and Higher-Order Thinking Skills (HOTS). Ultimately, this integration contributes significantly to overcoming learning difficulties in complex and abstract Science topics (e.g., the human digestive system) while also effectively addressing contemporary educational challenges, fostering meaningful learning experiences, and supporting long-term academic success for students.

Dhea Kristiani Hutasoit; Lia Wildah Hasanah; Mutiara Lubis; Reyny Puspita Lubis; Sintya Rindi Utami +2 more

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2025 International Forum of Researchers and Lecturers

The digitalization of learning media in the world of education is increasingly visible. The aim of this research is to analyze the strengthening of Citizenship Education learning through learning media. This research uses a qualitative research method with a literature study approach. Citizenship education is an important thing to study in order to understand how citizens carry out their roles, rights and responsibilities for the country. There are various studies that have proven the effectiveness of several learning media for PPKn, including Powtoon, Anchor Podcast, Android Applications, and Roleplay.

Natalia Kristiani Tandafatu; Hilarius Alfan; Yosephina Kejang

Jurnal Projemen UNIPA 2025 Universitas Nusa Nipa Maumere

The purpose of this study is to analyze the potential and development strategies of the historical tourism site “Jejak Bung Karno” (The Footsteps of Bung Karno) in Ende Regency, as well as to design an Android-based digital media to enhance the overall visitor experience. Ende is recognized for its profound historical value as the place where the foundational ideas of Pancasila were first conceived, and it is home to several important sites such as the Bung Karno Exile House and the Pancasila Reflection Park. However, the management of this destination remains suboptimal, particularly in terms of promotion, the application of digital technology, and the delivery of engaging tourist information. The user interface design was developed using Figma software, while user experience testing was conducted through the User Experience Questionnaire (UEQ) involving 35 participants. The results indicate that the Attractiveness (2.027) and Perspicuity (3.804) aspects received “excellent” ratings, while Efficiency, Dependability, Stimulation, and Novelty were categorized as “above average.” These findings suggest that the application interface design aligns well with user needs and preferences. Furthermore, the study highlights that the implementation of Android-based technology contributes positively to the digitalization of historical tourism, broadens promotional reach, and strengthens the identity of “Ende Bumi Pancasila” as an educational and cultural tourism destination in the era of digital transformation.

Rifqi Arief Pamungkas; Isram Rasal

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The waste detection application is a solution to identify and classify waste. With the increasing waste problem, this application aims to assist in classifying waste into organic, inorganic, and unknown categories. This research implements a waste detection application that runs on smartphones with the Android operating system. The application is the result of a capstone project from the Bangkit program in the MSIB batch 6. The development of this application is divided into several parts, namely backend, frontend, and deployment. The author focuses on the deployment process of the application using Google Cloud Platform. The Google Cloud Platform infrastructure was chosen due to its scalability and flexibility. The services utilized include Google Compute Engine (GCE), Google Virtual Private Cloud (VPC), and Google Cloud Storage (GCS). The deployment process involves creating a new project in Google Cloud, configuring virtual machines, and setting up Google Cloud Storage. The server VM configuration includes the installation of SQL Server (MariaDB), deployment of the Machine Learning API, and Backend API. Testing was carried out on the Machine Learning API using Postman and the Backend API through a browser. The results show that Google Cloud Platform can be implemented as a cloud computing infrastructure for waste detection applications. The Machine Learning API is able to read objects in the form of images sent by users.

Asso, Agus; Kungkung, Ajenkris Yanto; Lahallo, Jim

JUISI : Jurnal Ilmiah Sistem Informasi 2025 LPPM Universitas Sains dan Teknologi Komputer

Bahasa Hubula merupakan salah satu bahasa daerah yang digunakan oleh masyarakat di Lembah Baliem, Papua. Seiring perkembangan zaman, penggunaan bahasa ini mengalami penurunan, khususnya di kalangan generasi muda. Minimnya dokumentasi serta belum tersedianya media digital yang mendukung menjadi tantangan dalam pelestarian bahasa tersebut. Tujuan dari penelitian ini adalah merancang dan membangun aplikasi kamus bahasa Hubula berbasis mobile sebagai media pembelajaran sekaligus upaya pelestarian bahasa daerah. Metode pengembangan sistem yang digunakan adalah metode Prototype, yang memungkinkan pengembangan dilakukan secara iteratif melalui pembuatan purwarupa, evaluasi, dan perbaikan berdasarkan umpan balik pengguna. Data kebutuhan dikumpulkan melalui wawancara dengan penutur asli, keluarga, dan masyarakat Kampung Sogasio yang berdomisili di Jayapura, serta melalui studi terhadap sumber kosakata yang tersedia. Hasil dari penelitian ini berupa aplikasi kamus dalam bentuk aplikasi Android dan sistem web admin. Aplikasi Android ditujukan bagi pengguna umum untuk mencari dan mengajukan kosakata, sedangkan sistem web digunakan untuk pengelolaan data oleh admin. Hasil pengujian dengan metode blackbox menunjukkan bahwa seluruh fitur telah berfungsi sesuai kebutuhan. Penelitian ini memberikan kontribusi terhadap pengembangan teknologi pelestarian bahasa daerah serta membuka peluang replikasi untuk bahasa-bahasa lokal lainnya di Indonesia yang juga terancam punah.

Yudi Hermansyah; Mahesi Agni Zaus

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

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.

Een Juhriah; Dewi Leyla Rahmah; Bertha Meyke Waty Hutajulu; Reko Syarif Hidayatullah

Jurnal Pengabdian Masyarakat dan Transformasi Kesejahteraan 2025 Lembaga Pengembangan Kinerja Dosen

Number recognition is a critical skill in early education, laying the foundation for digital literacy and mathematical understanding. However, traditional methods of teaching number recognition often lack the interactivity and engagement necessary for effective learning, particularly for young learners. This study proposes the development of a deep learning-based Android application aimed at enhancing the number recognition process by providing an interactive and visual learning experience. The application utilizes a Convolutional Neural Network (CNN), a type of deep learning model, to recognize handwritten numbers, offering users an innovative and engaging way to learn and practice number recognition.In the proposed application, users can draw numbers on their devices, and the system will immediately provide feedback regarding the accuracy of the drawn numbers. The CNN model will be trained on a comprehensive dataset of handwritten digits to ensure high accuracy in recognition. This real-time feedback loop is designed to help users learn the correct form of numbers while also introducing the foundational concepts of deep learning. The main objective of this application is to provide an accessible, interactive platform for learning number recognition, especially for novice learners who may be unfamiliar with basic concepts in machine learning and digital literacy. By integrating deep learning technology, the application not only supports the learning of number recognition but also serves as an introduction to artificial intelligence (AI) concepts in a practical, easy-to-understand format. Furthermore, the application is designed to be user-friendly, ensuring that it is suitable for a wide range of learners, including children and beginners. The application aims to combine the fundamental principles of deep learning with a practical, hands-on learning experience, fostering a deeper understanding of both number concepts and the potential of AI in everyday life.

Ade Dwi Chayono; Rezki Kurniati

Jurnal Sistem Informasi dan Ilmu Komputer 2025 International Forum of Researchers and Lecturers

This research aims to develop an Augmented Reality (AR) application as a navigation aid and facility introduction tool in the Informatics Engineering Building of Bengkalis State Polytechnic. This application is specifically designed to help new students and visitors understand and navigate the complex campus environment. By utilizing AR technology, the application provides an interactive guide that displays routes to various laboratories and presents detailed information about available facilities. The method used in developing this application is the Multimedia Development Life Cycle (MDLC), which consists of five stages: planning, design, development, testing, and launch. In the planning stage, a user needs analysis is conducted to ensure that the developed application meets the expectations and needs of end users. The design stage includes the creation of user interaction flows and visual interfaces, while the development stage involves the integration of AR technology with location data and campus facility information. Testing is conducted to ensure the functionality and accuracy of the navigation features and the quality of the user experience before the application is launched. The results of this study indicate that the AR application is able to provide a more interactive and informative experience than conventional media. New students and visitors can easily find laboratory locations and obtain a clear overview of campus facilities. In addition to improving navigation efficiency, this application also supports the adoption of digital technology in the campus environment. Thus, this research not only contributes in terms of ease of access to information, but also encourages the use of AR technology in the world of education, especially at Bengkalis State Polytechnic.

Muhammad Iqbal Wicaksono; Eva Yumami; Niky Hardinata

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

A wedding is an important event in a person's life that requires various careful preparations, one of which is sending invitations to guests. This research aims to create an Android-based wedding invitation booking application that utilizes Augmented Reality (AR) technology with a Design Thinking approach. This approach includes five main stages, namely empathize, define, ideate, prototype, and testing, to ensure that the developed application is truly in accordance with the needs and expectations of users. With AR technology, users can view and interact directly with virtual invitations through digital devices such as smartphones, which provides a more engaging, interactive, and modern visual experience than conventional physical invitations. The app's key features include invitation design selection, content customization (name, location, date, and couple's photo), as well as simulated invitation display with three-dimensional effects via AR. The app also allows users to store, share, and place orders directly through an integrated system. The results of the evaluation conducted using the System Usability Scale (SUS) method showed a score of 75.3. This score indicates that the app has a good usability level and is positively received by the majority of respondents. In addition, this application is considered to be able to increase efficiency in the invitation ordering process and provide a more modern and personal impression to users and invited guests. The conclusion of this study is that AR-based wedding invitation booking apps not only serve as a practical tool, but also become digital innovations that enrich the user experience in modern weddings. This research is expected to make a real contribution to the development of creative information technology and inspire other developers to create similar solutions that are innovative, efficient, and relevant to the needs of the times.

Maulana Mahessar; Isram Rasal

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This research focuses on the development of an Android-based vegetable detection application by utilizing digital image processing technology and data communication through Application Programming Interface (API). This application is designed to make it easier for users to visually recognize different types of vegetables using the device's camera. The detection process is carried out by sending the image to a cloud server, where the image analysis process is carried out to identify the type of vegetable, displaying its name, characteristics, and benefits. The app's implementation includes an intuitive and user-friendly user interface, with key features such as login, registration, and an interactive dashboard. The dashboard displays user information, location, ambient temperature, vegetable detection history, and direct access to the camera for real-time detection processes. The utilization of cloud computing technology not only keeps application performance lightweight and responsive, but also enables high processing efficiency and data scalability. This allows the application to continue to evolve according to the increasing number of users and incoming data. Image processing is done with machine learning algorithms that are trained to recognize the shape, color, and texture of different types of local vegetables. In addition, this system is also equipped with a periodic data update feature to be able to adjust to the development of new vegetable classifications. The test results show that the app is able to recognize different types of vegetables with a high level of accuracy, as well as provide additional relevant information quickly and accurately. Tests are carried out on a variety of lighting and background conditions to ensure the reliability of the system. The success of the development of this application reflects the integration of modern technology in supporting the digital agriculture sector.

Erlangga, Mohammad Erlangga Syahri Ramadhan; Misbah, Misbah

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Mental health is a crucial aspect of modern life, with stress and anxiety being among the most common and impactful psychological disorders. This research proposes a stress and anxiety monitoring system based on the Internet of Things (IoT), integrating biometric sensors and Deep Neural Networks (DNN) for early detection and in-depth analysis. The system is designed using MAX30102 (heart rate and SpO₂), GSR (Galvanic Skin Response), and DS18B20 (body temperature) sensors, managed by an ESP32 microcontroller and communicating through the MQTT protocol. Physiological data is collected in real-time, formatted in JSON, and transmitted to both Android and web-based applications for visualization. The DNN model is developed using the TensorFlow framework with a layered architecture and ReLU activation functions to classify four mental states: relaxed, calm, anxious, and highly stressed. The training dataset comprises both primary and secondary data, including the WESAD dataset. Model performance is evaluated through k-fold cross-validation, showing high accuracy and strong generalization capabilities. The results indicate that the integration of sensor technology and deep learning significantly improves the effectiveness of stress and anxiety detection compared to traditional methods. This system demonstrates great potential for the development of AI-based wearable devices for autonomous, real-time, and adaptive mental health monitoring. 

Ahmad Faidlon; Aida Nahar; Anna Widiastuti; Haris Fujiari; Riyan Agus Prasetiyo

International Journal of Computer Technology and Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Milkfish farming in coastal ponds of Ujung Watu Village, Jepara, is highly influenced by the stability of water salinity levels. Significant fluctuations in salinity can interfere with the growth and health of fish, so an adaptive control system is needed. Research methods include field data collection, hardware and software design, and system testing in an active pond for 14 days (23-hour sampling), where data is extracted for 23 hours. The system uses a salinity sensor to detect water conditions, PLC to automatically control the brackish water pump, while wireless remote control uses IoT, in addition to controliing, IoT to send data to the Android-based monitoring platform. The test results show that this machine is able to maintain salinity levels within the optimal range of 10000-30000 ppm, and provide remote monitoring convenience to pond farmers. The monitoring system serves as a predictive for manual wireless control of electric pumps (IoT), while automatic control is controlled by PLC.

Mhd. Raihan Rizqullah; Rahmat Surkhalid Nasution; Sabda Abdillah Lubis; Muhammad Ichsan Parinduri; Limrogate Immanuel

Jurnal Riset Rumpun Ilmu Sosial, Politik dan Humaniora 2025 Pusat Riset dan Inovasi Nasional

The development of digital technology has provided convenience in various aspects of life, but also presents new challenges in the form of cybercrime. One of the increasingly widespread modes in Indonesia is the spread of APK (Android Package Kit)-based malware via short messages offering fake job vacancies or fictitious package notifications. When the victim downloads and installs the application, the perpetrator gains access to personal data and banking accounts, which are then used for criminal acts. This phenomenon causes great financial and emotional losses for the community and tests the effectiveness of criminal law in dealing with technology-based cybercrime. This study uses a normative juridical approach with an analysis of laws and regulations, scientific literature, and actual case studies. The results of the study show that the perpetrators can be charged with Articles 30, 32, and 35 of the ITE Law, as well as provisions in the new Criminal Code. However, the implementation of law enforcement still faces challenges, such as digital evidence, limited investigator capacity, and minimal cross-country cooperation. Therefore, cyber law policy reform, increasing digital literacy in the community, and strengthening coordination between law enforcement agencies are needed.

Ginkha Aryana, Arsyad; Al Rasyid, Machmud; Wijianto, Wijianto

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2025 Prodi PPKn Universitas Slamet Riyadi

This study aims to (1) Develop learning media using Articulate Storyline 3 based on android on the elements of the Unitary State of the Republic of Indonesia in phase E of SMA Negeri 1 Sukoharjo; (2) Measure the feasibility of the product of the development of learning media using Articulate Storyline 3 based on android on the elements of the Unitary State of the Republic of Indonesia in phase E of SMA Negeri 1 Sukoharjo. The results of this study are (1) the development of learning media based on android on the elements of the Unitary State of the Republic of Indonesia in the form of an application containing learning materials, learning videos and evaluations (multiple choice tests). (2) The development product was validated by experts with the results of the feasibility test based on the validation of material experts of 76.25%, and the validation of media experts of 82%. Furthermore, a limited trial was conducted with a score of 90.1% and the results of the extensive trial obtained a score of 89.2%. The results of the effectiveness test using N-gain on class X E8 students obtained a score of 0.76 and on class X.E11 students obtained a score of 0.75. Keywords: Learning Media, DBR, Articulate Storyline 3, Pancasila Education

Resa Falentino; Rizki Priya Pratama

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Electric Vehicles Require A Reliable Monitoring System To Maintain Their Efficiency And Safety. This Study Designs A Monitoring System For Battery Condition And Vehicle Location Based On The Esp32 Microcontroller And The Mit App Inventor Application. The System Uses The Pzem 017 Sensor To Monitor Voltage, Current, Power, Energy, As Well As Battery Capacity And Health, And The Neo-7m Gps Module For Location Tracking. Data Is Displayed In Real Time Through An Android Application. Test Results Show That The System Provides Accurate Information, With Minimal And Statistically Insignificant Measurement Errors According To The Paired T-Test. The System Also Remains Stable At Various Vehicle Speeds (Anova), And The Location Tracking Demonstrates An Average Accuracy Of 4.77 Meters In Open Areas. In Enclosed Areas, The Error Increases To An Average Of 10.26 Meters. The System Is Also Capable Of Automatically Calculating Battery Capacity And Health. Overall, The Developed System Proves To Be Effective, Efficient, And Flexible In Supporting The Reliability And Safety Of Electric Vehicles.

Lisa Anggraini; Nurfarhanah Nurfarhanah; Zadrian Ardi

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Interest and aptitude tests help in recognizing children's potential early on, so that parents and educators can plan education that is more suitable and supports the optimal development of children's potential. The purpose of this study is to help individuals know that interest and aptitude test instrumentation has a major impact in directing individuals in developing themselves, both in academics and careers. Children who study and work according to their interests tend to be more motivated, happy and accomplished. With a clear understanding of interests and aptitudes, children can make better decisions regarding future education, major and career choices. In this study we used the Literature Review method by collecting several sources. The results and discussion of the literature review discussion regarding interest tests, interest inventories, and Android-based psychological test applications in guidance and counseling in schools show that these tools are very important to help students determine educational and career paths according to their interests and talents. Interest tests help reduce uncertainty in career decision-making, improve the fit between individuals and jobs or study programs, and expand understanding of the psychological tendencies underlying their choices.

Frumentius Ngene Ngaji; Elta Sonalitha; Wahyu Dirgantara

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of technology in the field of fisheries is very rapid along with facilitating human work in the field. Human work can be done by tools such as feeding catfish in ponds automatically. This job is easy to do, but problems will arise when catfish are not fed at night or are fed too late, then the catfish will eat smaller catfish so that it can be detrimental to catfish farming owners. With this background, the author created a "Catfish Feeding Control System Based on the Internet of Things (IoT) Using the Fuzzy Sugeno Method". This testing and discussion was carried out by functionally testing each component, testing the program using simulation and testing it as a whole. The results of testing the tool and taking data are expected to obtain valid data and the tool works according to its function and purpose as expected. From the results of the analysis and discussion of the research entitled "Internet Of Things (IoT) Based Catfish Feeding Control System Using the Fuzzy Sugeno Method" it can be concluded as a process of automatic fish feeding using the RTC module as a reference for catfish time three times a day with good results and the process of calculating the amount of fish feed 3 to 8% with fish weight from LOW to HIGH using Fuzzy Sugeno has worked well compared to the results of the BLYNK application.

Mutiara Putry; Ummul Khair; Munjiat Setiani Asih

Router : Jurnal Teknik Informatika dan Terapan 2025 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The rapid advancement of technology in the field of education has provided numerous opportunities to enhance the learning experience. This study focuses on the development of an Android-based learning media for introducing rare plants, specifically designed for elementary school students. The application utilizes Unity 3D to create an engaging and interactive learning environment. By integrating English language learning with botany education, the application aims to enrich students' knowledge about rare plants while simultaneously improving their English language skills. This phase is followed by the design and development stages, where Unity 3D is used to create 3D models and interactive features. The application is designed to provide an interactive and enjoyable learning experience for elementary school students to explore rare plants. By using the Android platform and Unity 3D technology, the application allows students to discover various plant names in English. Results from a trial with 20 respondents on the Android-based learning media for introducing rare plants showed that 49.35% strongly agreed, 49.25% agreed, 1.37% were unsure, 0% disagreed, and 0% strongly disagreed.