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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.

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.

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.

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.

Mohammad Ridho'i; Fahmi Abdul Halim; Nimas Dian Fitria; Yasinta Dwi Adinda; Aros Ta’ala

Jurnal Pengabdian kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

This Community Partnership Program (PKM) aims to improve the competence of mathematics teachers at Madrasah Tsanawiyah (MTs) in Lumajang Regency in developing ethnomathematics-based teaching materials integrated with Augmented Reality (AR) technology. This program was initiated due to the minimal use of local culture in mathematics learning and the low ability of teachers to develop innovative teaching materials. The activity was carried out in four main stages: socialization, training, technology application, and mentoring and evaluation. The training included an introduction to the concept of ethnomathematics, the preparation of differentiated teaching materials, and the creation of AR-based learning media using Unity 3D, Blender, Geogebra, and Vuforia. The results of the activity showed an increase in teachers' understanding of the concept of ethnomathematics and their ability to integrate the local cultural values of Lumajang into mathematics learning. In addition, teachers successfully produced contextual AR-based interactive teaching materials in line with the spirit of the Merdeka Curriculum. This activity also strengthened collaboration between lecturers, students, and teachers of the MTs Wilker III Mathematics MGMP and became a model for continuous training in the development of innovative learning media based on local wisdom and digital technology.

Insar Damopolii

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2025 Fakultas Teknik Universitas Maritim AMNI Semarang

This community service aims to provide understanding and skills in using comics and AR media as well as understanding biology material by high school students. The community service was carried out at SMA Negeri 1 Raja Ampat involving 43 students. Measurement of student responses using a questionnaire with six statements on a scale of 1 - 4. The measurement data was calculated to obtain the average score and percentage of student responses. The results of the community service show that the average total score is 86.53 which indicates that overall the student response is very good to the community service activities that have been carried out. Student responses are dominated by agree and strongly agree. The largest percentage of disagree, namely 23.26%, is shown by students, especially in the statement that AR applications can be run easily, but the average total score still reaches the good category for this statement. The community service has provided students with an understanding of how to learn biology in an interesting way and provides benefits to improve their understanding. Students agree that the material presented adds to their insight regarding comics and AR, are able to install AR applications on their mobile devices, improve their understanding of biology material, is interesting and provides benefits for them.

Petra Putri Sarinah Pandiangan; Alvi Sahrin Nasution; Grace Amelia Purba; Rizka Nabila Damanik; Endang Lyfia Saragih +1 more

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Tebing Tinggi City, which has a strategic position in North Sumatra, is experiencing changes in population growth that need to be predicted for development planning purposes. The purpose of this study is to forecast the population of Tebing Tinggi City in 2030 by applying the Double Integral method, and visualize the results in 3D using GeoGebra. The method used is a quantitative approach with a case study, where the population density function is created based on secondary data from the Central Statistics Agency (BPS) of Tebing Tinggi City for the period 2010 to 2024. Data on area and population per sub-district are used to develop a population growth model calculated using the double integral. The forecast results show that the population of Tebing Tinggi City is estimated to reach 26,038 people in 2030, with varying growth rates in each sub-district. 3D visualization through GeoGebra is able to depict the distribution of population density in an interactive geometric form, thus facilitating the understanding of complex mathematical concepts. The conclusion of this study is that double integrals can be applied effectively to predict population size, and GeoGebra serves as a very useful visual aid in presenting the results of multivariable calculus analysis.

Eveline Dau Leja

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Texture creation has been one of the important aspects in creating 3D environment. It could support an object that could be identified by the viewer. There has been software that providing the creation of a texture for a playable 3D game asset. The purpose of this research was to find the method of making a wall texture and to show the in-app parameters that could be applied. The objective of this research is to find any possible limitation toward using the software. As a step to make exploration thoroughly, a brick wall design has been made with initial modelling in ZBrush and Maya app. Followed by the usage of Substance 3D Painter as a variable to control the texture modification. There was more in-depth explanation in creating a defined surface texturing with in-app technical parameters.

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

Journal of Computing Theories and Applications 2025 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.

Firdaus, Muhammad Irsyadi; Heny Hidayati, Sri; Eko Wicaksono, Anton; Satria Romanasta, Ahmad

Jurnal Teknik Sipil 2025 Faculty Of Engineering University 17 August 1945 Semarang

Pengukuran deformasi yang akurat pada struktur beton dibawah pembebanan sangat penting untuk mengevaluasi kinerja dan daya tahan elemen-elemen tersebut. Ada beberapa keterbatasan dalam mengevaluasi struktur beton secara konversional seperti memerlukan waktu dan biaya besar. Beberapa penelitian menunjukan potensi fotogrametri jarak dekat dan pemodelan tiga dimensi (3D) mampu menganalisa deformasi, tegangan/regangan internal, dan perambatan retak. Penelitian ini mengusulkan metode pengukuran deformasi dengan empat tahapan untuk mengembangkan model 3D beton dengan menggunakan teknik fotogrametri jarak dekat dan selanjutnya pengolahan gambar. Tahapan metode yang digunakan: 1) mempersiapkan perangkat uji dan persiapan beton, 2) akuisisi gambar beton menggunakan kamera sebelum pengujian kuat tekan, menguji kuat tekan beton dibawah pembebanan, kemudian akuisisi gambar setelah pengujian kuat tekan beton, 3) melakukan pengolahan untuk menghasilkan model 3D beton, dan 4) membandingkan hasil model 3D sebelum dan sesudah pengujian kuat tekan beton. Untuk deformasi terkecil berapa pada sample beton 2 dengan loss volume sebesar 4%. Sementara itu, untuk deformasi terkecil berapa pada sample beton 3 dengan loss volume sebesar 26% yang menunjukan kuat tekan beton optimum berapa pada sample beton 2.

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.

Asa Yuaziva

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The purpose of this research is to create an interactive Augmented Reality (AR)-based educational application that can display the Indonesian folktale "Keong Mas" using Unity 3D and Vuforia SDK. Due to the dominance of modern digital entertainment that is more visually appealing, the younger generation's interest in traditional folktales is declining. The choice of AR technology is based on its ability to combine three-dimensional virtual objects with the real environment in real-time, resulting in an interactive, engaging, and memorable learning experience. The research process used is the Life Cycle of Multimedia Development (MDLC), which consists of six stages: ideation, design, material collection, compilation, testing, and deployment. 3D character models, background environments, and interactive stories appear in the application when the camera detects certain markers. Testing was conducted using the black-box method to ensure all functions, including marker tracking, scene transitions, and narration playback, run smoothly. The test results show that the AR application "Keong Mas" successfully displays the folktale interactively and engagingly, thereby increasing the learning interest of children and adolescents. This application not only serves as an innovative learning medium but also contributes to the preservation of local culture through the integration of digital technology.

Yustiani Frastika; Frisca Mareyta Pongoh; Dedtri Anwar; Arika Palapa; Jaya Alamsya

Background: Traditional naval maintenance strategies rely on centralized supply chains and pre-manufactured spare parts, leading to long repair downtimes and logistical inefficiencies, particularly for vessels operating in remote maritime regions. Additive manufacturing (3D printing) offers a disruptive alternative by enabling on-demand production of spare parts, reducing dependence on external suppliers, and enhancing fleet self-sufficiency. However, material durability, operational feasibility, and cost-effectiveness remain underexplored for naval applications. Original Value: This research advances the study of AM in naval engineering, assessing its practical viability beyond theoretical potential. Unlike previous studies focusing on commercial maritime applications, this study evaluates 3D printing’s impact on naval fleet readiness, supply chain resilience, and sustainability. Objectives: The study investigates how 3D printing can optimize naval maintenance efficiency, specifically analyzing its feasibility, material performance, cost implications, and logistical advantages. Methodology: A qualitative-empirical approach was used, combining material performance testing, expert interviews, and operational case studies to evaluate mechanical durability, economic feasibility, and AM integration challenges. Results: Findings indicate that AM reduces repair downtime by 40%, lowers part procurement costs by 30–50%, and enhances supply chain resilience. However, material limitations and infrastructure readiness remain key adoption challenges. Conclusions: Hybrid AM adoption—where 3D printing supplements rather than replaces traditional manufacturing—offers the most practical near-term approach for naval fleets. Strategic investment in material research, onboard AM training, and fabrication infrastructure will enhance fleet efficiency, reduce environmental impact, and future-proof maritime maintenance strategies.

Delima Pransiska; Zulvia Khalid

Jurnal Manuhara : Pusat Penelitian Ilmu Manajemen dan Bisnis 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Labor-intensive garment industries are experiencing significant employment challenges in the post-pandemic era, which has direct implications for the achievement of organizational objectives. This study was conducted to examine the effects of work-life balance, workload, and job stress on turnover intention among employees of PT 3Di Garmentech in West Jakarta. The research employed a quantitative approach with a sample of 70 respondents, selected using a saturated sampling technique, meaning all members of the population were included as respondents. Data collection was carried out through structured questionnaires, and the analysis was conducted using multiple linear regression methods, complemented by interval value interpretation on a Likert scale. The data were processed with the help of Microsoft Excel and SPSS version 26 to ensure accuracy in statistical testing. Findings from the study revealed that workload and job stress significantly and positively influenced turnover intention, indicating that higher levels of these factors increased employees’ desire to leave the company. Meanwhile, work-life balance showed no significant impact on turnover intention, suggesting that despite potential difficulties in balancing personal and professional roles, employees’ decisions to resign were more strongly driven by excessive workload and heightened job stress. These results emphasize the importance for garment companies to manage workload effectively and reduce stress levels to maintain employee retention and organizational stability.

Aslim Muda Azis; Baso Alauddin; Yanti Yanti; Rachmat Rachmat

Conventional robotic surgical systems, while offering enhanced dexterity and 3D visualization, suffer from a critical limitation: the absence of tactile sensation. This sensory disconnect can lead to inadvertent tissue damage from excessive force application and complicates delicate maneuvers that rely on the surgeon's sense of touch. This research proposes and validates a novel surgical robotic system architecture designed to bridge this sensory gap by integrating high-fidelity 3D visual input with accurate, real-time force feedback from tactile sensors mounted on the end-effector. To rigorously evaluate this innovation, a structured comparative methodology was employed. A cohort of surgeons performed standardized surgical tasks, including suturing and tissue manipulation, on realistic soft-tissue phantoms. The performance of a conventional (visual-only) system was benchmarked against that of the proposed (visual-haptic) system. A comprehensive dataset was collected, which included objective metrics such as task completion time, precision deviation from the ideal tool path, and the magnitude of applied forces. Concurrently, subjective evaluations from the participating surgeons were gathered to assess perceived control, cognitive workload, and overall task confidence. The test data revealed statistically significant improvements when using the visual-haptic system. Participants not only completed tasks with greater speed and accuracy but also applied considerably lower and more consistent forces. The analysis underscores that haptic feedback, enabled by advanced sensor fusion, not only restores a crucial 'sense of touch' to the surgeon but also reduces the incidence of excessive force application, potentially minimizing tissue trauma and improving patient recovery. These findings confirm the hypothesis that haptic-visual integration constitutes a new paradigm in robotic surgery, shifting the paradigm from purely visual guidance to a more intuitive, multi-sensory surgical experience. This study also discusses future challenges and opportunities, including the potential for AI-driven partial autonomy, such as creating virtual safety boundaries or automating sub-tasks, and the development of next-generation sensor technologies to further enhance clinical outcomes.

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.