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Fatma Tahir; Astin Lukum; Masrid Pikoli; Lukman A.R. Laliyo; Akram La Kilo +1 more

Jurnal Pendidikan Kimia, Fisika dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to determine the level of validity of Augmented Reality (AR)-based chemistry learning media using the Assemblr Edu platform on hydrocarbon material. This learning media was developed through the 4D development model (Define, Design, Develop, Disseminate). Validation was carried out by three experts using an instrument in the form of a validation media sheet that includes aspects of content, visual appearance, interactivity, and suitability with learning objectives. The validation results showed that the developed learning media obtained a validity score of 96.39% and was included in the "very valid" category. This shows that the media is suitable for use in the chemistry learning process at the high school level, especially on the topic of hydrocarbons. With AR technology, this media is expected to improve students' conceptual understanding visually and interactively. Based on the results of the study, it can be concluded that this media is effective and valid as a means of supporting innovative modern chemistry learning.

Muhammad Iqbal Parezi; Primawati Primawati; Febri Prasetya

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

Learning activities can run smoothly if accompanied by the availability of appropriate learning media. Learning in the Machining Technology course requires direct practical activities, for example in understanding the use of lathes. The limitations of students' mastery of knowledge when facing the teaching and learning process that tends to be lecture-oriented, causing students' lack of understanding during practice. Learning media that is less interesting causes failure in delivering material, thereby reducing students' interest in learning. This study aims to examine the effectiveness of Real Time Augmented Reality (RT-AR) Lathe media in the learning process of the Machining Technology course in the D-III Study Program, Department of Mechanical Engineering, Faculty of Engineering, Padang State University (FT-UNP). RT-AR media is designed to present interactive visualizations that describe the lathe work process in real time, so that it is expected to improve students' conceptual understanding and practical skills. The study used a quasi-experimental method with a pre-test and post-test design in two groups: the experimental group using RT-AR media and the control group using conventional learning methods. The results showed that there was a significant increase in the learning outcomes of students in the experimental group compared to the control group. In addition, RT-AR media is also able to increase students' motivation and active participation during the learning process. These findings indicate that RT-AR Lathe media is an effective and relevant learning innovation to be applied in vocational engineering education, especially in mastering lathing material.

Welly Ayu Apriani; Amiluhur Soeroso; Jussac Maulana Masjhoer

Gemawisata: Jurnal Ilmiah Pariwisata 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia

Indonesia has three types of heritage: Cultural Heritage, Natural Heritage, and Saujana Heritage. Cultural Heritage includes unique works from more than 500 ethnic groups, while Natural Heritage is a distinctive natural form. Saujana Heritage is a combination of culture and nature in one unit. This study involved 150 respondents and 2 stakeholders who participated in this study. Data collection techniques used observation, interviews, questionnaires and documentation. The findings of this study are that the preservation of Balinese heritage through digital media faces challenges such as the digital divide, which affects the distribution of cultural information in remote areas in Bali. In addition, maintaining cultural integrity in the digitalization process is important to ensure that original cultural values ​​are not lost. The main challenges in using digital technology to preserve Balinese culture include the digital divide, cultural resistance to new technologies, and the lack of digital literacy among local communities. There are great opportunities in increasing global access to Balinese culture, innovation in cultural tourism, and the development of digital platforms that can promote and preserve Balinese cultural heritage more widely and effectively. The use of social media and tourism applications has proven effective in promoting and preserving Balinese cultural heritage. Social media such as Instagram and Facebook can be used to showcase cultural rituals or traditional ceremonies in real-time, while mobile applications can provide detailed information about Balinese cultural sites.

Lisdayanti, Annisa; Nilasari, Irma

Jurnal Riset Rumpun Ilmu Ekonomi 2025 Lembaga Pengembangan Kinerja Dosen

This study analyzes the influence of Augmented Reality (AR) technology on consumer purchase intention with customer engagement as an intervening variable at Sephora Indonesia. This quantitative research involved 150 respondents who are users of Sephora Virtual Artist, analyzed using Structural Equation Modeling (SEM). The research instrument measures three main variables: Augmented Reality (interactivity, vividness, novelty), Customer Engagement (cognitive, emotional, behavioral), and Purchase Intention (intention, willingness, likelihood to purchase) using a five-point Likert scale. The research results show that AR has a positive and significant effect on customer engagement and purchase intention. Customer engagement also has a positive effect on purchase intention and is proven to mediate the relationship between AR and purchase intention. This study contributes to the AR literature in beauty e-commerce and recommends that Sephora optimize AR features, develop comprehensive customer engagement strategies, and continue investing in AR technology as a competitive advantage.

Alfina Camellia

International Journal of Health and Medicine 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

The development of digital technology brings great opportunities in the world of education, especially in the health sector. Augmented Reality (AR) is one of the technological innovations that is able to integrate virtual objects into the real environment in real-time, providing a more immersive and interactive learning experience. This article aims to explore the integration of AR in anatomy learning based on literature studies from international journals. Using a qualitative approach based on literature studies, this study examines various findings from foreign scientific journals regarding the effectiveness, challenges, and potential of using AR in anatomy education. The results of the study show that AR is able to improve students' visual understanding, learning engagement, and information retention. However, there are also challenges in terms of development costs, technology access, and teacher readiness. AR has great potential as a medium for anatomy learning in the digital era, but its implementation requires adequate infrastructure and training support.

Febrina Damayanti; Dina Rahayu; Adrias Adrias; Salmaini Safitri Syam

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Reading ability is an important basic skill for elementary school student. However, not all students can master it well due to various factors, such as delayed language development, lack of stimulus, and specific learning disorders such as dyslexia.This research aims to determine Ultilization impact technology in supporting reading literacy for students with reading difficulties. The method employed is a literature review by analyzing many  previous studies Associated with the utlization of technology in improving reading skills.the findings of the study show that digital-based digital innovation , such as interactive learning applications, Text-to-Speech (TTS), Augmented Reality (AR), and QR-Code technology,can improve students’ reading skills. The main obstacles in implementing technologies that are less relevant to learning. Recommendations provided include increasing technology, and integrating digital methods with conventional learning approaches. This research is expected to be a reference for educators and stakeholders in the developing  process more effective strategies to improve elementary school students’ reading skills by optimally utilizing technology.

Febrina Damayanti; Dina Rahayu; Adrias Adrias; Salmaini Safitri Syam

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Reading ability is an important basic skill for elementary school student. However, not all students can master it well due to various factors, such as delayed language development, lack of stimulus, and specific learning disorders such as dyslexia.This research aims to determine Ultilization impact technology in supporting reading literacy for students with reading difficulties. The method employed is a literature review by analyzing many  previous studies Associated with the utlization of technology in improving reading skills.the findings of the study show that digital-based digital innovation , such as interactive learning applications, Text-to-Speech (TTS), Augmented Reality (AR), and QR-Code technology,can improve students’ reading skills. The main obstacles in implementing technologies that are less relevant to learning. Recommendations provided include increasing technology, and integrating digital methods with conventional learning approaches. This research is expected to be a reference for educators and stakeholders in the developing  process more effective strategies to improve elementary school students’ reading skills by optimally utilizing technology.

Rama Alfigo; Adrias Adrias; Salmaini Safitri Syam

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

The teaching of Social Studies in elementary schools still faces challenges in improving students' understanding, primarily due to the dominance of expository methods that lack variety. This study aims to analyze various innovative learning strategies that can enhance students' comprehension in Social Studies education. The research employs a library research method with a qualitative approach, drawing on various references and previous research findings.The results indicate that contextual learning strategies, project-based learning (PjBL), technology integration, cooperative learning, and multi-representation learning are effective in improving students' understanding. Contextual learning enhances students' comprehension by up to 32%, while PjBL improves critical thinking and problem-solving skills. Technology integration, such as augmented reality and interactive digital media, has been shown to increase learning motivation by up to 43%. Cooperative learning and multi-representation strategies also positively impact social skills and conceptual understanding.The novelty of this study lies in its comprehensive mapping of innovative, evidence-based learning strategies applicable to Social Studies education in elementary schools. The implications of this research highlight the importance of innovation in teaching strategies to ensure that students do not merely receive information passively but can actively apply their knowledge in real-life situations. Additionally, the study underscores the need for teachers to enhance their competencies in implementing more interactive and student-centered teaching methods.

Selvi Amanda; Arif Laksono; Natania Nurafni; Osberth Sinaga

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study examines the digital transformation of the creative arts industry, focusing on how technologies such as Augmented Reality (AR), Virtual Reality (VR), and Non-Fungible Tokens (NFT) have altered the creation and marketing of artworks. Digital platforms have expanded market access for artists, opened new opportunities for more efficient business models with lower costs, and created greater possibilities for cross-disciplinary collaboration. In this context, digital technologies allow artists to reach a global audience and sell their works in more innovative and interactive formats, increasing audience participation in the creative process. However, these developments also face significant challenges, such as increasingly intense competition, rapidly shifting trends, and limitations in resources to optimally implement these technologies. Furthermore, while there are significant opportunities in the global market, some artists in Indonesia still face difficulties in accessing and utilizing the latest technologies. With the creative economy contributing 7.16% to Indonesia's GDP in 2018, this study aims to provide an overview of the dynamics of the arts industry in the digital era and explore potential strategies to support the development of a more adaptable creative ecosystem. These strategies include digital training, strengthening cross-sector collaboration, and enhancing digital infrastructure to facilitate the future growth of the creative arts industry.

Ekawati, Ni Wayan; Suparna, Gede; Rahanatha, Gede Bayu; Kusumasari, Ni Made Intan; PM, Dewa Ayu Agung Bunga Kinara

Applications that arise because of technological developments have the potential to change the consumer shopping experience through emerging social media. One of them is the use of augmented reality (AR) applications. As a relatively new application, it is important to examine its implementation in the MSME sector, related to positive response variables, purchasing decisions and stickiness variables as moderators. The research objectives are to test and explain the effect of augmented relality (AR) technology on purchasing decisions and positive responses, the effect of positive responses on purchasing decisions, as well as the role of positive responses mediating the relationship between AR and purchasing decisions, the role of stickiness as moderating the relationship between AR and purchasing decisions. The research was conducted in Denpasar Bali. This study used a sample of 400 respondents. The analysis technique used is path analysis technique. The research findings show that AR has a positive and significant effect on purchasing decisions and positive responses, positive responses have a positive and significant effect on purchasing decisions, positive responses do not play a mediating role, and stickiness plays a quasi-moderating role. Furthermore, these findings can be used as considerations by producers and marketers, to be able to face competition and develop business by utilizing information and communication technology. Meanwhile, the government is expected to be an input in making policies that encourage the pace of economic growth in Bali.

Abdan A. Kuncoro; Maria Apsari Sugiat; Muslim Amin

International Journal of Management and Strategic Business Leadership 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The purpose of this study is to examine the impact of Augmented Reality (AR) application usage at IT Telkom Purwokerto on consumer brand attitudes. A total of 200 questionnaires were distributed, with 125 deemed suitable for analysis. The findings reveal that the use of the AR application significantly influences consumer attitudes towards the brand, particularly in terms of user experience, engagement, and perceived realism. The quality of the AR application is shown to have good reliability, and each dimension positively correlates with consumer attitudes. The perceived realism of the AR experience is a crucial factor in shaping positive consumer attitudes towards the brand. The study also identifies a significant relationship between AR application usage, consumer satisfaction, and brand loyalty. Practically, AR can aid IT Telkom Purwokerto in developing more effective marketing models. This study proposes a model to understand the effect of AR applications on positive consumer brand attitudes, assisting marketers in implementing more effective marketing strategies.

Prestiliano, Jasson; Jayanto, Lydia Rosita; Prasida, T. Arie Setiawan

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

The compulsive impact of human-caused climate change is now considered more of an environmental issue than a national security threat. The latest 2030 Agenda, the Sustainable Development Goals (SDGs), has a transformational vision to achieve universal literacy worldwide, including Indonesia. Addressing climate change is Goal 13 of 17 SDGs. This study uses a qualitative research method with a linear research strategy to develop hybrid-education media in the form of printed pamphlet media with Augmented Reality (AR) technology applications that run on the Web platform, namely WebAR. The procedure is triggered by the target image of the pamphlet, and the basic HTML structure uses the A-Frame 3D framework. This framework allows for 3D modeling and animation to be loaded into WebAR. This study shows that WebAR-based hybrid-education media can be used as an interactive means to study climate change issues and increase awareness and understanding of climate actions relevant to Goal 13 of the SDGs. The results also show that this media can increase public engagement in combating climate change issues.

Nofamataro Zebua

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technology has brought significant changes in various aspects of life, including education. In biology learning, digital technology offers innovative solutions to overcome challenges in understanding abstract concepts, increase learning motivation, and develop 21st century skills. Interactive simulations, augmented reality (AR), virtual reality (VR) and online learning platforms allow students to visualize complex biological concepts, such as photosynthesis and DNA replication, more clearly and deeply. In addition, the integration of digital technology can improve students' critical thinking skills, creativity, collaboration and digital literacy. However, the implementation of digital technology in biology learning faces various challenges, including limited infrastructure, access gaps between urban and rural schools, and lack of training for educators. This study aims to explore the impact of digital technology on students' conceptual understanding and 21st century skills, and identify the main barriers to its implementation. The results of this study are expected to provide recommendations for the development of more effective and innovative biology learning strategies in the digital era

Israa Shakir Seger; Amjad Mahmood Hadi; Alaa Abd Ali Hadi

Konstruksi: Publikasi Ilmu Teknik, Perencanaan Tata Ruang dan Teknik Sipil 2025 Asosiasi Riset Ilmu Teknik Indonesia

Augmented Reality (AR) applications are rapidly gaining popularity across various industries, including education and marketing. By integrating real-world environments with virtual objects, AR enhances user understanding and information display for products. This paper explores Diminished Reality (DR) techniques, which are used to visually remove real objects from AR environments. Despite growing interest, much of the DR research predominantly focuses on maintaining consistency between real and virtual elements, particularly in texture handling on marker areas. Our study addresses the preservation of depth consistency using edge detection and planar segmentation to construct a depth map, essential for developing effective DR methods. We introduce a two-stage process involving depth mask construction, each stage equipped with error measurement for iterative refinement. Our proposed techniques, Planarity and Boundary Depth, are evaluated on a dataset of high-quality RGB images captured by digital cameras. Experimental results validate the effectiveness of our methods across various performance metrics, confirming the practicality of our approach in enhancing AR experiences.

A. Tegar Babur Firdaus; Moh. Ainur Rizal; Thoifur Rahman

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2025 Asosiasi Periset Bahasa Sastra Indonesia

This research examines the use of technology in increasing learning interactivity in Indonesia. The aim of the research is to analyze various forms of educational technology used, identify their impact on learning interactivity, and explore the challenges and opportunities in their implementation. The method used is a systematic literature review by analyzing published scientific articles. The research results show that the use of technology such as learning management systems, augmented reality, and artificial intelligence significantly increases learning interactivity. However, there are challenges such as limited infrastructure and digital competence of educators. In conclusion, the use of technology has great potential in increasing learning interactivity, but requires a comprehensive and sustainable implementation strategy.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.

Rezeki Putra Gulo; Nikarni Zai

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

This research explores innovations in Christian education through the application of a multisensory approach to spiritual learning. By using a phenomenology-based qualitative research method through literature research, this study aims to understand how a multisensory approach can improve the effectiveness of spiritual learning holistically. The main problem identified is the challenge in conveying abstract theological concepts to students, especially in the digital era that demands relevant and interesting learning methods. The novelty of the research lies in the integration of multisensory approaches with modern technologies, such as augmented reality and interactive applications, to create immersive sense-based learning experiences. The results of the study show that the multisensory approach enriches the learning process by increasing information retention, emotional engagement, and internalization of spiritual values. The findings also confirm that multisensory experiences are able to bridge the abstraction of Christian teachings with concrete experiences, creating a deeper connection between learners and faith values. The contributions of this research include the development of relevant, adaptive, and transformative Christian education strategies, as well as the provision of a theoretical foundation for the implementation of a multisensory approach in various educational contexts. This research provides new insights for Christian educators in presenting spiritual learning that is more holistic and contextual.

Wassar, Sarah; Indriati Tjipto Purnomo; Ipan Morris Pangaribuan; Simon Simare Mare; Stefanus Alpha Yani Kristiono

REDOMINATE : Jurnal Teologi dan Pendidikan Agama Kristiani 2024 Sekolah Tinggi Teologia Kerusso Indonesia

Educators or teachers who are in the era of society 5.0 must take advantage of these three things, namely: Internet of things in the world of education (IoT), Virtual/Augmented reality in the world of education, and the use of Artificial Intelligence (AI) to find out and identify the learning needs needed by students. "With so many changes in technology, can teacher competence be replaced by technology? The aim of this research is to describe the competency of Christian Education teachers in dealing with educational technology in the Society 5.0 era. And especially for the competence of Christian Education teachers who are creative and innovative, quality and relevant to the needs of the times. This research uses qualitative methods in the form of descriptive analysis. The analysis used by researchers to assess the competence of t Christian Education eachers indirectly. There are teacher competencies that do not exist in the technological era, such as direct interaction in the classroom, emotional relationships between teachers and students, character development, life values ​​and a teacher's example. In particular, the competencies of Christian Education teachers that do not exist in the Society 5.0 era are personality competencies, social competencies and pedagogical competencies. Based on the research results, it is recommended that in facing the era of society 5.0, Christian Education teachers continue to have and develop good personality, pedagogical and social competencies, becoming an inspiration for students' affective and creative growth. Transform into a competent and tough teacher.

Ami Natuz Zahara; Dian Mahardi Lestari

Maeswara : Jurnal Riset Ilmu Manajemen dan Kewirausahaan 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims to determine the impact of implementing Augmented Reality (AR) features on mobile shopping applications on purchasing decisions of Generation Z consumers, especially first-time buyers. The research method uses a quantitative approach, the study involved 385 Generation Z respondents (aged 18-25 years) who were using AR features for shopping for the first time. The results of multiple linear regression analysis show that AR Visual Quality (X1), AR Interactivity (X2) and AR Ease of Use (X3) have a significant positive effect on Purchasing Decisions (p <0.000). The study revealed that 78.5% of AR features influence Generation Z in deciding to purchase on mobile shopping applications. In this case, it can be concluded that the presence of AR features can reduce Gen Z's hesitation in deciding to purchase for first-time buyers. Key factors influencing purchasing decisions include AR visualization quality, ease of use, and feature interactivity.