Implementation of Augmented Reality Learning Media Technology at the Primary and Secondary Education Levels in Cimahi City, West Java
DOI:
https://doi.org/10.35870/ijmsit.v1i2.354Keywords:
Augmented Reality, Augmented Reality Markers, Learning Media, GeometryAbstract
Currently the development of technology is progressing very rapidly and its development cannot be stopped. With so many advanced technologies that have emerged, various kinds of human work can be done in more innovative ways. One example is in the field of education. Currently, there are various kinds of technology-based learning media, one of which is learning media using Augmented Reality technology or often shortened to AR. Application Development as Learning Media to Build Space for Elementary/Junior High School Level Using Marker Augmented Reality Method is one form of utilizing AR technology in the field of education, especially as a learning medium. With the creation of this Augmented Reality-based learning media for building space, It is hoped that students can understand learning materials easily, and students' interest in learning can increase because the objects in the space are designed to be attractive, colorful, and interactive to avoid boredom. Based on this, this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module). this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module). this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module).Downloads
References
M. Claudia tom Dieck, T. J. (2019). Augmented Reality and Virtual Reality The Power of AR and VR for Business. Springer International Publishing.
Maulana, A. (2014). Aplikasi Augmented Reality Sebagai Media Pembelajaran Tata Surya. Prosiding Seminar Ilmiah Nasional Komputer Dan Sistem Intelejen (KOMMIT 2014), 8, 1–59.
Elmqaddem, N. (2019). Augmented Reality and Virtual Reality in education. Myth or reality? International Journal of Emerging Technologies in Learning, 14(3), 234–242. https://doi.org/10.3991/ijet.v14i03.9289.
Hakim, L. (2018). Pengembangan Media Pembelajaran Pai Berbasis Augmented Reality. Lentera Pendidikan : Jurnal Ilmu Tarbiyah Dan Keguruan, 21(1), 59–72. https://doi.org/10.24252/lp.2018v21n1i6.
Mauludin, R., Sukamto, A. S., & Muhardi, H. (2017). Penerapan Augmented Reality Sebagai Media Pembelajaran Sistem Pencernaan pada Manusia dalam Mata Pelajaran Biologi. Jurnal Edukasi Dan Penelitian Informatika (JEPIN), 3(2), 117. https://doi.org/10.26418/jp.v3i2.22676.
Ahmadi, R. A., Adler, J., & Ginting, S. L. (2017). TeknologiAugmented RealitySebagaiMedia PembelajaranGerakan Shalat. Prosiding Seminar Nasional Komputer Dan Informatika (SENASKI), 2017, 978–602.
Dieter Schmalstieg, T. H. (2016). Augmented Reality Principles and Practice. Pearson Education.
Steve Aukstakalnis. (2017). Practical Augmented Reality A Guide to the Technologies, Applications, and Human Factors for AR and VR. Addison-Wesley.
Andre Kurniawan Pamoedji, Maryuni, R. S. (2017). Mudah Membuat Game Augmented Reality (AR) dan Virtual Reality (VR) dengan Unity 3D. Elex Media Komputindo.
Ani Ismayani. (2020). Membuat Sendiri Aplikasi Augmented Reality. Elex Media Komputindo.
Binanto, I. (2010). Multimedia digital-dasar teori dan pengembangannya. Penerbit Andi.
Downloads
Published
Issue
Section
License
Copyright (c) 2021 International Journal of Management Science and Information Technology

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Authors who publish with this journal agree to the following terms:
1. Copyright Retention and Open Access License
Authors retain copyright of their work and grant the journal non-exclusive right of first publication under the Creative Commons Attribution 4.0 International License (CC BY 4.0).
This license allows unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
2. Rights Granted Under CC BY 4.0
Under this license, readers are free to:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material for any purpose, including commercial use
- No additional restrictions — the licensor cannot revoke these freedoms as long as license terms are followed
3. Attribution Requirements
All uses must include:
- Proper citation of the original work
- Link to the Creative Commons license
- Indication if changes were made to the original work
- No suggestion that the licensor endorses the user or their use
4. Additional Distribution Rights
Authors may:
- Deposit the published version in institutional repositories
- Share through academic social networks
- Include in books, monographs, or other publications
- Post on personal or institutional websites
Requirement: All additional distributions must maintain the CC BY 4.0 license and proper attribution.
5. Self-Archiving and Pre-Print Sharing
Authors are encouraged to:
- Share pre-prints and post-prints online
- Deposit in subject-specific repositories (e.g., arXiv, bioRxiv)
- Engage in scholarly communication throughout the publication process
6. Open Access Commitment
This journal provides immediate open access to all content, supporting the global exchange of knowledge without financial, legal, or technical barriers.
