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Venus Selvita; Putri Mandarani; Eko Kurniawanto Putra; Ganda Yoga Swara; Eva Yulianti

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2026 Institut Teknologi dan Bisnis (ITB) Semarang

Logic gate learning is a fundamental topic in digital electronics; however, the learning process is often delivered theoretically with limited visualization of logic gate operations, making it difficult for students to understand the concepts. This study aims to design and develop an Augmented Reality (AR)-based learning media using a markerless approach with the 3D Object Tracking technique on Android devices. The application was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of the stages of concept, design, material collection, development, testing, and distribution. The developed application provides three-dimensional visualization of logic gates, learning materials, interactive simulations, and quizzes. The application quality was evaluated based on the ISO/IEC 25010 standard, covering the aspects of Functional Suitability, Performance Efficiency, Usability, Compatibility, and Portability. The evaluation results showed that the application achieved a score of 100% in the Functional Suitability, Performance Efficiency, Compatibility, and Portability aspects. Meanwhile, the Usability evaluation obtained scores of 86,6% from respondents who had not previously studied logic gates and 89% from those who had, indicating that the application is categorized as highly feasible. Therefore, the developed markerless Augmented Reality-based learning media can serve as an interactive, engaging, and effective learning alternative for improving students' understanding of logic gate concepts.

Muhammad Rofiqul A'la; Atika Windra Sari; Dian Arif Rachman; Elvinda Bendra Agustina; Yusril Ihza Tachriri +2 more

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2026 Institut Teknologi dan Bisnis (ITB) Semarang

Gravity measurements in the Dieng geothermal area at regional and wide scales are still limited. GGMplus data provides large-scale gravity information that can be used for subsurface mapping more efficiently and at lower cost while maintaining optimal results. The GGMplus gravity acceleration data is processed into complete Bouguer anomalies, then separated using upward continuation to obtain regional and local anomalies. Both anomalies are further analyzed using the first horizontal derivative (FHD) and second horizontal derivative (SHD). The results are then used for 3D modeling using Grablox and Bloxer software. The Bouguer anomaly distribution ranges from approximately ‒70 to ‒230 mGal, with high anomalies located in the northeast of the study area, corresponding to geothermal manifestations in Dieng. FHD analysis indicates a regional anomaly source located 6.8 km northeast, interpreted as a magmatic zone. Local anomalies reveal an intrusion body about 2 km in size at a distance of 4 km in Mount Prau, interpreted as a heat source. The 3D model shows high-density values of 2.87 g/cm³ for regional anomalies and 2.8–2.9 g/cm³ for local anomalies, associated with ancient volcanic rocks and diorite intrusions acting as a heat source in the Sikidang–Merdada geothermal system.

Andi Tanri Seno Widyawati; M. Zaky Zaim Muhtadi

Konstruksi: Publikasi Ilmu Teknik, Perencanaan Tata Ruang dan Teknik Sipil 2026 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an Augmented Reality (AR)-based application for real-time data monitoring of an automatic weather station at PT. XYZ. The system was developed using a prototyping method, involving five key stages: sensor data acquisition via CBOX devices and the Modbus RTU protocol, data transmission through a Flask-based Web API, storage in a MySQL database, QR code-based target image creation using the Vuforia Engine, and a 3D visualization interface developed with Unity integrated with the Vuforia SDK on Android devices. The system successfully received and stored weather data—such as temperature, humidity, and wind speed—into the MySQL database. The AR application also displayed a stable 3D interface panel over QR code markers, providing real-time data updates through an HTTP-based mechanism. This research demonstrates the successful integration of SCADA, Flask, MySQL, and Unity, enhancing both the functionality and commercial appeal of PT. XYZ’s weather station products. Future research should focus on field testing, cloud network integration, and device compatibility.

Rangga Tri Wicaksono; Syamsul Hadi; Naufal Faqih Ramadhan; Nur Aisyah; Muhammad Fathoni Ulwan

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

. The manufacturer's discontinuation of original spare parts for the 149 cm3 two-stroke cylinder block has had a significant impact, resulting in a shortage of products sought by consumers, creating a market gap for local manufacturers to produce spare parts with equivalent and competitive quality. The production objective is to obtain an ADC12 cast aluminum cylinder block with a diameter of 54.5 mm x a stroke of 59 mm. The production method includes: a series of systematic steps of 3D scanning of the cylinder block for geometric accuracy, making a Resin Sand Casting (RSC) mold whose size has been increased due to the shrinkage percentage ADC12-Machining-Pattern removal slope, making a core for the hollow part from RSC material, a melting process using an LPG furnace in parallel stages using 2 RSC molds, natural cooling for about 60 minutes, cutting the casting bowl channel and cutting the riser, T6 heat treatment, and quality and dimensional inspection. The production results are in the form of an ADC12 cast aluminum cylinder block with a diameter of 54.5 mm x stroke of 59 mm, the tensile strength after heat treatment is around 300 MPa, the total production cost is IDR 375,000/unit, and the process duration is 30 minutes/unit which implies that the need for a cylinder block volume of 149 cm3 for two-stroke motorcycles (takt) can be met, so that this type of motorcycle can be used again.

Moh Choirus Samroni; Arikatul Jannah; Najnatul Mismah; Mochammad Isa Anshori

Jurnal Pemimpin Bisnis Inovatif 2026 Asosiasi Riset Ilmu Manajemen dan Bisnis Indonesia

Digital transformation has driven organizations to adopt the metaverse as a 3D virtual workspace that enables employee interaction through avatars, thereby introducing new challenges in managing organizational identity, work culture, and employee loyalty. This study aims to analyze the role of human resource leadership in establishing organizational identity, transforming work culture, and sustaining employee loyalty within a metaverse-based work environment. The study employs an integrative literature review approach by systematically collecting and synthesizing relevant scholarly sources from reputable publications within the last five years. The findings indicate that organizational identity in the metaverse is constructed through avatar representation and virtual environment design, while work culture undergoes a transformation toward flexible digital interaction patterns that still require reinforcement of organizational values. Furthermore, employee loyalty is influenced by the quality of virtual experiences and the effectiveness of leadership communication. In this context, digital-based HR leadership emerges as a critical factor in fostering employee engagement and trust in a non-physical interaction setting. This study contributes conceptually by integrating leadership, identity, culture, and loyalty within the metaverse framework, and provides practical implications for organizations in designing adaptive human resource management strategies in response to the advancement of immersive technologies.

Nilsya Febrika Zebua; Nerdy Nerdy; Lidia Muliani; Dikxi Putri Mulyana; Fathur Raihan Amri +1 more

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2026 Pusat riset dan Inovasi Nasional

This study aims to analyze the in silico profile of the compound orientin derived from the water hyacinth plant (Eichhornia crassipes) as a potential antioxidant candidate. Orientin was selected based on its chemical structure data registered in PubChem, which provides complete information regarding molecular identity, physicochemical properties, and 2D and 3D structural representations. The prediction of biological activity was conducted using PASS Online, which indicated that orientin possesses a promising likelihood of exhibiting antioxidant activity according to relevant probability values. Furthermore, the safety assessment of the compound was carried out through ProTox-II to identify potential toxicity, including toxicity class, possible hepatotoxic effects, and other predicted safety parameters. To determine its pharmacokinetic profile, pkCSM was employed to predict ADMET characteristics such as absorption, distribution, metabolism, excretion, and additional toxicity risks. The results of these analyses show that orientin demonstrates favorable potential as an antioxidant candidate, supported by predicted pharmacological properties and relatively low toxicity levels according to in silico evaluations. Therefore, orientin has promising potential for further development in subsequent in vitro and in vivo studies.

Sekar Farahdila Inabah; Muhammad Solikhin

DHARMA EKONOMI 2026 sekolah Tinggi Ilmu Ekonomi Dharmaputra Semarang

This study aims to describe the concept of Immersive Commerce based on Augmented Reality (AR) in increasing consumer confidence in E-Commerce transactions and to design a conceptual prototype design framework for an AR E-Commerce system with a clear technical flow. The research method uses a literature study through a comprehensive review of AR-based E-Commerce implementations and needs analysis from the perspective of consumer problems and business opportunities. The main problem identified is consumer hesitation in purchasing products online due to limited visualization that relies solely on product photos, causing fears about differences in shape, size, and quality of goods. The research results produced a conceptual framework that includes an integrated system architecture with a frontend layer (AR visualization engine), backend layer (product database and 3D asset management), and integration layer, as well as a systematic user flow design from the discovery to the decision phase. Based on simulations using literature data, the designed framework has the potential to increase customer engagement by up to 169%, conversion rates by up to 11 times, and reduce product return rates by up to 50%. The benefits of this research include digital dimensions through E-Commerce technology innovation, social dimensions by increasing consumer trust and reducing product fraud, and environmental dimensions through the potential reduction of product returns. This conceptual prototype provides a foundation for digital innovation, social trust building, and environmental sustainability through reduced product returns.

Hanna Adkhilah; Lina Choridah; Rasyid Rasyid

Journal of Health Sciences, Public Health and Pharmacy 2026 International Forum of Researchers and Lecturers

Background: Trigeminal neuralgia (TN) is often associated with neurovascular compression in the trigeminal nerve root entry zone, necessitating the simultaneous visualisation of nerves and blood vessels. Fusion of 3D SPACE and 3D TOF MRA images provides an integrated neurovascular view; however, not all hospitals have fusion software. This study developed a MATLAB-based image fusion method as an alternative and evaluated its equivalence to hospital-based fusion software.Methods: This study employed a descriptive quantitative research design, conducted in November 2025 at Diponegoro National Hospital and Dr Kariadi General Hospital in Semarang. A total of 16 brain MRI datasets (3D SPACE and 3D TOF MRA) were fused using hospital software and the MATLAB fusion application (MATLAB R2025b GUI). The fusion results were assessed by specialist radiologists. Diagnostic performance metrics (sensitivity, specificity, NDP, NDN, accuracy) were calculated, and paired differences were tested using the McNemar test. Intra-observer reliability was assessed using percentage agreement and Cohen’s Kappa.Results: MATLAB fusion yielded a sensitivity of 90.91%, specificity of 80.00%, NDP of 90.91%, NDN of 80.00%, and accuracy of 87.50%; the McNemar test (p=1.000) indicated no significant difference. Intra-observer reliability was very good (percent agreement 94%; Kappa 0.875). These findings indicate that MATLAB-based fusion is equivalent to hospital software fusion on the study data and has the potential to serve as an alternative in facilities without fusion software, provided that registration standardisation and user training are in place.

Evwiekpaefe, Abraham Eseoghene; Chinyio, Darius Tienhus; Tohomdet, Loreta Katok

Journal of Computing Theories and Applications 2026 Universitas Dian Nuswantoro

This study developed and evaluated an AI-integrated Virtual Reality (VR) system designed to enhance personalized learning in higher education. While VR improves engagement, existing systems often lack adaptivity or experience high latency during AI interactions. To address these limitations, this research introduces a novel integration of a cache-optimized Llama 2 Large Language Model (LLM) that delivers real-time, motivationally grounded feedback. The system was implemented using Unity 3D and validated with 50 undergraduate students. Technical validation showed that the cache layer reduced interaction latency from 17.7 ms to 14.2 ms and maintained zero system crashes throughout the pilot. Learner motivation was assessed using Keller’s ARCS model, yielding mean scores ranging from 4.08 to 4.69 across all dimensions. Independent t-tests (p > 0.05) and negligible effect sizes (Cohen’s d < 0.2) revealed no significant difference between technical (ICT) and non-technical (Physics) students. These findings confirm that the proposed system effectively bridges technological and motivational gaps, providing a robust model for adaptive, immersive education.

Adha Fristanto; Risnita Risnita; Yuliatin Yuliatin; Abdul Halim

IJLS (International Journal of Law and Society) 2026 Asosiasi Penelitian dan Pengajar Ilmu Hukum Indonesia

This study aims to examine the implementation of restorative justice within Bungo Regency's criminal judicial system from the perspective of Islamic law. Although restorative justice has been formally adopted in Indonesia through various regulations, its application at the regional level remains an important issue that requires careful attention. The study employs a juridical-empirical research design with a qualitative approach. Data was gathered through observations, in-depth interviews with law enforcement, religious leaders, victims, and offenders, and document analysis. The analysis integrates perspectives from both positive law and Islamic law, particularly focusing on the principles of qiṣāṣ–diyāt, ṣulḥ, ‘afw, ta‘zīr, and maqāṣid al-sharī‘ah. The findings indicate that restorative justice is used in certain criminal cases during the investigative phase in Bungo Regency. However, its effectiveness is limited by factors such as varying levels of readiness among victims and offenders, insufficient technical regulations, community resistance, and inconsistent understanding among law enforcement. From an Islamic law perspective, restorative justice aligns well with Islamic justice principles, particularly those emphasizing public welfare, forgiveness, and restoration. The study concludes that restorative justice is a contemporary manifestation of principles deeply rooted in Islamic legal tradition and not a contradiction of Islamic law. To improve its application, enhancing law enforcement competence, engaging religious and community leaders, and integrating Islamic legal principles into criminal justice policies are essential.

Muhammad Abdul Aziz; Arif Rahman Saleh; Sigit Mujiarto

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Plastic waste has become one of the main environmental problems due to its nature, which is difficult to decompose naturally and can cause environmental pollution. One alternative waste treatment method that can be applied is to use a plastic melter to melt and recycle plastic waste into useful products. However, the design of plastic melters often lacks consideration of structural strength and safety aspects during the operation process. This study aims to design and engineer a plastic melter using the Finite Element Analysis (FEA) simulation approach to analyze structural resistance to thermal and mechanical loads that occur during the operation process. The research method was carried out through 3D design modeling of plastic melter components using Solidworks software, followed by analysis with FEA simulation on the main component, namely the melting tube. The parameters analyzed include the distribution of von Mises stress, the amount of displacement, and the safety factor. The analysis results show that the analyzed components experience von Mises stress distribution and displacement that are still below the material tolerance limits, with safety factor values above the recommended safety limits. Thus, the resulting plastic melter design is declared safe and can proceed to the manufacturing process. Therefore, the plastic melter design is safe, strong, and feasible to be realized as an effective and sustainable plastic waste processing technology solution.

Marizka Purnamayana; Winda Ramadianti; Hilyati Milla

International Journal of Mathematics and Science Education 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Teaching plane geometry often faces challenges due to the abstract nature of geometric concepts, which are often detached from students’ real-life contexts. This study is a development research (Research and Development) using a modified 4D model reduced to 3D (Define, Design, Develop) aimed at producing and testing the validity of a Student Worksheet based on ethnomathematics with Batik Sekundang motifs on plane geometry material oriented toward Contextual Teaching and Learning (CTL). Validation was conducted by two mathematics education experts who assessed the feasibility of content/material, media, and language/readability using a Likert scale instrument. The data were analyzed quantitatively in a descriptive manner using percentage formulas to determine the level of validity. The results showed that the student worksheet obtained a validity percentage of 87.50% in content feasibility (very valid), 80.76% in media (valid), and 87.50% in language (very valid), with an overall average of 85.25%, which falls into the very valid category. Based on these results, the ethnomathematics-based student worksheet with Batik Sekundang motifs is declared suitable to be used as a supporting teaching material for contextual and meaningful plane geometry learning for students in South Bengkulu.

Rian Hendriyana Dwi Imanta; Fairuz Rafi Fadlurrahman; Maya Ganda Ratna; Giska Tri Putri

Jurnal Riset Rumpun Ilmu Kedokteran 2026 Pusat riset dan Inovasi Nasional

Congenital Megacalyces is a rare anomaly of the renal pelvis-calyceal system characterized by non-obstructive calyx dilatation due to renal medulla hypoplasia. This condition is often misinterpreted as hydronephrosis, leading to unnecessary surgical interventions. Advances in genomic technology and precision imaging have opened up opportunities to understand the molecular basis and anatomical structure of this anomaly more deeply. A literature review was conducted through PubMed, ScienceDirect, and Google Scholar, covering publications that discuss the relationship between genomics, imaging, and clinical management of congenital kidney abnormalities. The integration of Next Generation Sequencing (NGS), 3D MRI reconstruction imaging, and AI-based radiomics analysis has proven to enhance diagnostic accuracy, differentiate between obstructive and non-obstructive abnormalities, and assist in determining appropriate conservative therapies. Case studies demonstrate the association between SETBP1 mutations and the development of bilateral megacalyces, as well as the effectiveness of long-term monitoring based on multimodal data. The integration of genetic, imaging, and clinical data is a strategic step toward precision medicine in the management of Congenital Megacalyces. This approach improves diagnostic accuracy, reduces unnecessary invasive interventions, and supports individualized therapy based on genetic and anatomical risk factors.

Aldi Al Fauzi; Hanifah Efi Rahayu; Muhammad Bagus Pratama; Namira Ayu Arini Putri; Unna Ria Safitri

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This community service activity aims to socialize the development of Human Resource (HR) competencies in the Fashion Design Department at SMK Al Ihsan to face the transformation of the fashion industry based on digital technology. The main challenge faced is the gap (mismatch) between the school curriculum, which still focuses on conventional production techniques, and the needs of an industry that is now digital and automated. The method used in this activity is a participatory and educational approach that includes four stages: needs observation, delivery of theoretical material (lecturing), focused group discussions (FGD) accompanied by application demonstrations, and evaluation. The results of the activity show an increase in participants' understanding of concepts such as eco-fashion, the creative economy, as well as the introduction of digital technologies like 3D design applications (CLO3D) and digital pattern making. Through the integration of four competency pillars hard skills, soft skills, digital skills, and entrepreneurial skills it is expected that graduate profiles can transform from operational seamstresses into competitive fashionpreneurs in the global market. The conclusion of this activity emphasizes that the Link and Match strategy and mastery of technological literacy are key to effectively reducing the skills gap of students in the Industry 4.0 era.

Anak Agung Gde Ekayana; Ni Kadek Puspita Dewi

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Electronics learning in higher education continues to face various challenges, particularly in the provision of interactive learning media capable of concretely and engagingly visualizing the form, characteristics, and working principles of electronic components. The limitations of conventional learning media often result in abstract learning processes, which in turn lead to a low level of student understanding of basic electronics concepts. This study aims to develop the AMPERE as an innovative and technologically relevant interactive learning medium. The research employed R&D approach using the Borg & Gall model, which includes the stages of needs analysis, design, product development, validity testing, and limited implementation. The AMPERE application was developed using marker based AR technology, in which a smartphone camera detects markers to display and interact with 3D electronic component objects in real time. The results indicate that the AMPERE application achieved a high level of validity, with a score of 0.88 from subject-matter experts and 0.84 from media experts, and was therefore deemed suitable for use as a learning medium. The small-group trial results showed a practicality level of 82.07%, while the practicality test during the implementation stage reached 85.67%. These findings demonstrate that AMPERE is effective in enhancing learning interactivity and assisting students in understanding the form, function, and working principles of electronic components through smartphone-based digital visualization. Theoretically, these results are consistent with constructivist learning theory, which emphasizes active knowledge construction through direct experience and interaction with learning objects.

Andri Catur Trissetianto; Muhlis Muhlis; Aji Priyambodo

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

The integration of Augmented Reality (AR) technology into higher education has emerged as a promising approach to enhance collaborative learning experiences. This study aims to design and evaluate an AR multimedia framework that facilitates real time interaction and spatial visualization, creating immersive and engaging learning environments for students. The AR framework was developed with a focus on improving student engagement, collaboration, and learning outcomes through interactive 3D models and real time feedback. By leveraging AR technology, the study sought to address common challenges in traditional learning environments, such as limited student interaction and engagement, and lack of real time feedback. The experimental evaluation involved two student groups: one using the AR-based system and the other using conventional multimedia tools. Findings revealed that students using the AR framework showed significant improvements in engagement, interaction frequency, and collaborative task performance. Additionally, the AR framework contributed to better learning outcomes, including enhanced comprehension, retention of complex concepts, and improved problem-solving skills. The study also highlighted the importance of incorporating a user-centered design approach in developing AR applications to ensure that the system meets the needs and preferences of learners. Qualitative feedback from students indicated that the AR system provided an enriched learning experience, although challenges such as interface navigation were noted. Overall, the study demonstrates the effectiveness of AR in fostering collaborative learning and offers practical insights for its integration into higher education curricula. Future research should explore the integration of AR with other immersive technologies to further enhance collaborative learning experiences.

Bentar Priyopradono; Jan W. Hatulesila

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

The increasing volume and complexity of data have made traditional 2D visualization methods insufficient for effectively exploring and understanding high-dimensional datasets. Immersive Virtual Reality (VR) presents a promising solution by providing an interactive 3D environment that enhances spatial understanding, task efficiency, and user satisfaction. This research aims to evaluate the user experience (UX) and interaction design quality of immersive VR interfaces for 3D data visualization in complex environments. The study employs a mixed-methods approach, combining usability testing, UX questionnaires, and task-based performance analysis. Participants interacted with VR prototypes designed to visualize complex data and were assessed on their ability to manipulate and explore the data efficiently. The findings show that immersive VR interfaces significantly improve spatial comprehension, reduce cognitive load, and increase task performance efficiency compared to traditional 2D systems. Additionally, user satisfaction was notably high, with participants appreciating the intuitive and engaging interaction methods. The study concludes that immersive VR can provide substantial benefits in real-world data visualization applications, particularly in domains requiring the exploration of complex and high-dimensional data. However, further research is needed to optimize VR interfaces and address challenges such as motion sickness and interaction complexity.

Hari Imbrani; Achmad Subagdja

Computer Architecture and Signal Processing 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

This research explores the impact of Cache Aware optimizations on signal processing pipelines in High Throughput computing systems. The growing demand for efficient memory management in modern computing systems, especially for data-intensive applications such as artificial intelligence (AI) and multimedia processing, necessitates the development of optimized memory hierarchies. Traditional memory systems often suffer from memory bottlenecks, significantly reducing the performance of these systems. This study investigates how memory hierarchy optimizations, particularly cache line aware optimization, dependency-aware caching, and adaptive cache replacement algorithms, can mitigate these challenges and improve system performance. Through analytical modeling and experimental benchmarking, this work evaluates various memory hierarchy configurations, including processing-in-memory (PIM) and three-dimensional integrated circuits (3D ICs), comparing them to conventional systems. The results demonstrate that Cache Aware optimizations lead to a reduction in memory access latency by up to 30%, while throughput improved by up to 40%. Additionally, cache hit rates increased by 25%, and energy consumption was reduced by up to 20%, highlighting the effectiveness of optimized memory management. The research contributes to the field by providing valuable insights into the design and implementation of efficient signal processing pipelines. It also identifies key challenges, including the need for dynamic occupancy mechanisms and DAG-aware scheduling algorithms, and suggests potential areas for future research, such as the exploration of collaborative caching approaches and further optimization of cache-adaptive algorithms. This work lays the foundation for more efficient, high-performance computing systems that can handle large datasets and complex tasks in real-time applications.

Andrea Gafiria Permata Putri; Ika Putra Viratama

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Students often have difficulty understanding the Solar System material given in elementary school science lessons using only conventional methods due to its abstract nature. This study creates and explains the advantages of "3D Solar System" learning materials with interactive puzzles and quizzes for sixth-grade elementary school students using the Qreatif Educative platform. Qualitative research methodology is applied to this type of library research. Scientific articles from the DOAJ and Google Scholar databases are scanned to collect data. After that, content analysis methods such as data reduction, classification, theory synthesis, and drawing conclusions are applied in this paper. The results of this study, the use of 3D media significantly increases students' cognitive interest and understanding because it provides more realistic and detailed visuals compared to 2D media. Qreatif Educative's interactive puzzle and quiz elements have successfully created a fun and engaging learning environment based on the psychological characteristics of elementary school children who like to learn through play. The conclusion of this study is that the "3D Solar System" media is worth considering as a creative alternative to improve the standard of science teaching and make it more interactive and student-centered.

Susanti Maysura; Suryani Pulungan; Sabarita Br Tarigan; Anita Adinda

International Journal of Educational Development 2026 Asosiasi Periset Bahasa Sastra Indonesia

The development of digital technology and the demands of 21st-century learning require teachers to implement meaningful and student-centered learning through an immersive learning approach. However, many elementary school teachers still face limitations in understanding the concept of immersive learning and utilizing technology-based learning media, especially three-dimensional (3D) and Artificial Intelligence (AI)-based media. Therefore, this Field Study activity aims to improve the knowledge and skills of teachers and students in implementing immersive learning through the use of 3D-based learning media and AI technology at the UPTD of SD Negeri 155684 Lubuk Tukko 1, Pandan District. The activity was implemented through a four-day workshop involving teachers and students, using an approach of socialization, demonstrations, hands-on practice, discussion, and reflection. The workshop materials covered the concept of immersive learning, the use of 3D-based learning media, gamification of learning through 3D Media applications, and the use of Artificial Intelligence in developing teaching materials and learning media. Evaluation of the activity was conducted through pre- and post-tests, participant observation, and analysis of the resulting learning products. .The results of the activity showed an increase in teachers' understanding and skills in designing and implementing technology-based immersive learning. Teachers were able to produce interactive learning media, teaching modules, and evaluation questions using 3D media, 3D media, and AI. Furthermore, this activity also increased teachers' motivation, creativity, and awareness of the importance of digital literacy in learning. This Field Study activity made a positive contribution to improving teacher competency and supporting the creation of more innovative, interactive, and relevant learning that reflects the characteristics of 21st-century learners.