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Acep Musliman; Chandra S. Haratua; Atu Solihah; Intan Afrianti; Kinanti Fadillah Kusuma +2 more

Jurnal Pengabdian Masyarakat Waradin 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

This community service activity was conducted as an effort to introduce integrated learning innovations based on Augmented Reality (AR) technology using the Assemblr Edu application to teachers at SMAN 1 Leuwiliang, Bogor, and several other schools in Bogor Regency. This activity was motivated by the underutilization of interactive digital technology in the learning process, particularly in helping teachers visualize abstract material. The implementation methods included preparation, webinar promotion, webinar implementation, a brief technical training session on creating learning materials using the Assemblr Edu application, and guidance in designing AR-based learning content during the webinar. Participants were asked to create AR-based teaching materials using Assemblr Edu according to the subjects they teach. In addition to providing theoretical material, the implementation team also conducted hands-on practice to ensure participants developed the skills to create AR content independently. The results of the activity showed high enthusiasm from the participating teachers, with 85% of participants stating that the training was very helpful and that they felt more confident in integrating AR technology into classroom learning. Participants were also able to produce several prototypes of Augmented Reality-based learning media that can be used as interactive teaching tools. This activity not only improved teachers' technological literacy but also broadened their understanding of how digital technologies such as AR can be creative solutions to enhance the quality of learning and student engagement. Through this community service activity, it is hoped that teachers will become agents of change in utilizing innovative technologies to create more engaging, interactive, and technology-driven learning experiences that align with the demands of 21st-century educational technology. Additionally, this program serves as a strategic step to strengthen teachers' capacity in addressing future challenges in digital learning.

Hermawan Prayoga; Aulia Rahman; Yulfa Maulana

Proceeding of the International Conference on Art, Design, and Visual Communication 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The development of digital technology, especially augmented reality (AR) technology, offers great potential in enhancing interactive and engaging learning experiences. This study aims to explore the use of AR technology in designing adaptive learning media for high school students in Indonesia. Using an experimental design approach, this study assesses the impact of AR media on students' understanding and motivation in learning abstract concepts. The results show that the application of AR can improve visual understanding and student engagement in the learning process.

Satria Buana Putra; Mukhlidi Muskhir

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

The development of digital technology has changed the landscape of educational media, especially in the field of engineering, where abstract concepts often pose a challenge. In electrical engineering education, students often have difficulty understanding concepts such as current flow and circuit behavior due to limited class time and a lack of visualization tools. This study aims to evaluate the effectiveness of Augmented Reality (AR)-based learning media in enhancing conceptual understanding, learning outcomes, and student engagement in the Electrical Circuits course. A quasi-experimental design with pre-test and post-test control groups was applied, involving two groups: one group used AR-based media, while the control group used traditional instruction. Both groups underwent pre-tests and post-tests with 30 multiple-choice questions. Data were analyzed using descriptive statistics and N-Gain scores. Results showed that the experimental group experienced a significant improvement, with the average post-test score increasing from 62 to 81 and an N-Gain score of 0.48, while the control group only improved from 61 to 71 with an N-Gain score of 0.25. Statistical tests confirmed significant differences between the two groups. These findings indicate that AR is effective in enhancing understanding of complex concepts and can be integrated into technical education curricula to meet modern learning demands.

Rumaisha Soumena; Dwi Rezky Aulyah; Pariati Pariati; Faradillah Usman

Jurnal Mahasiswa Ilmu Kesehatan 2024 STIKes Ibnu Sina Ajibarang

The use of augmented reality (AR) technology in educational media is expected to attract children's attention and make lessons more interesting to follow. This is because it can convey dental health content interactively and virtually in three dimensions in real time. To evaluate the effectiveness of the application of Augmented Reality (AR) technology as an educational media model in increasing the knowledge and understanding of elementary school children about dental and oral health, as well as to assess the potential of this technology as an interactive and interesting learning method for children. This research was carried out in November 2023. The population in this study is the total number of students of SD Minasa Upa. The sample was 60 people. The type of research used is a quasi-experimental design with a One Group Pretest-Poster research design. The design of this study aims to find out whether there is an influence on the use of AR technology as a dental health education medium in children. Increasing the knowledge of respondents. The results showed that 13 respondents (92.86%) experienced an increase in knowledge from bad to good, 1 respondent (7.14%) experienced an increase in bad knowledge to adequate, 14 respondents (87.5%) experienced an increase in knowledge less to good, and 2 respondents (12.5%) experienced an increase in knowledge less to adequate. Concept design activities include the selection of themes, namely the system can be used as an object of presentation or delivery of material to children so that the objects made need to pay attention to the selection of colors, shapes, sizes, arrangement of images and interesting materials.