Perancangan Aplikasi Pengenalan Komponen Perangkat Keras Komputer Berbasis Augmented Reality Menggunakan Metode Design Thinking Untuk Siswa Sekolah Menengah Kejuruan

Syahril, Muhammad (2026) Perancangan Aplikasi Pengenalan Komponen Perangkat Keras Komputer Berbasis Augmented Reality Menggunakan Metode Design Thinking Untuk Siswa Sekolah Menengah Kejuruan. Other thesis, Politeknik Negeri Bengkalis.

[thumbnail of Abstract] Text (Abstract)
1.SK-6304221469-Abstract.pdf - Submitted Version
Available under License Creative Commons Attribution Share Alike.

Download (168kB)
[thumbnail of Bab I Pendahuluan] Text (Bab I Pendahuluan)
2.SK-6304221469-Bab I Pendahuluan.pdf - Submitted Version
Available under License Creative Commons Attribution Share Alike.

Download (203kB)
[thumbnail of Daftar Pustaka] Text (Daftar Pustaka)
3.SK-6304221469-Daftar Pustaka.pdf - Submitted Version
Available under License Creative Commons Attribution Share Alike.

Download (193kB)
[thumbnail of Full Text] Text (Full Text)
4.SK-6304221469-Full Text.pdf - Submitted Version
Restricted to Registered users only
Available under License Creative Commons Attribution Share Alike.

Download (3MB) | Request a copy

Abstract

Computer hardware learning in Vocational High Schools (SMK), especially in the Software and Game Development (PPLG) department, often faces obstacles in visualizing the physical form and function of components in detail. The limitations of physical teaching aids and the use of conventional methods such as textbooks and oral explanations are considered less interactive and difficult to provide a comprehensive understanding to students. This study aims to develop interactive learning media based on Augmented Reality (AR) for the introduction of computer hardware components to improve student understanding. This application was developed using Unity 3D and Vuforia SDK by applying the Design Thinking method that focuses on user needs through five stages: Empathize, Define, Ideate, Prototype, and Test. The system built consists of an Android mobile application for 3D object visualization for students and a material data management feature managed by the admin. System testing was carried out comprehensively using Black Box Testing to verify feature functionality, as well as technical testing of AR performance which includes detection distance, light intensity, and rotation. In addition, learning effectiveness testing was conducted using the Pre-Experimental One Group Pretest-Posttest Design method on 27 students. Black Box testing results indicate that all features function as designed. The effectiveness test results showed an increase in student understanding, with an N-Gain score of 0.96, which falls into the High category. Thus, this Augmented Reality-based learning medium has proven to be feasible and effective for supporting the learning process of computer hardware.

Item Type: Thesis (Other)
Uncontrolled Keywords: Augmented Reality, Computer Hardware, Learning Medium, Design Thinking, Unity 3D, Vuforia.
Subjects: 000 – UMUM, ILMU KOMPUTER, DAN INFORMASI > 005 – Pemrograman, Perangkat Lunak > 005.3 Perangkat Lunak (Software)
Divisions: Jurusan Teknik Informatika > Sarjana Terapan (D-IV) Rekayasa Perangkat Lunak > SKRIPSI
Depositing User: D-IV RPL KELAS B 2022
Date Deposited: 27 Apr 2026 07:58
Last Modified: 27 Apr 2026 07:58
URI: https://eprints.polbeng.ac.id/id/eprint/5091

Actions (login required)

View Item
View Item