PENERAPAN TEKNOLOGI AUGMENTED REALITY (AR) UNTUK PENGENALAN OBJEK 3D PADA PEMBELAJARAN PEMAHAMAN KOSAKATA BAHASA INGGRIS PADA MATERI BANGUN RUANG SEKOLAH DASAR

MHD. SYAFRIANSYAH, NPM 2408105003 (2026) PENERAPAN TEKNOLOGI AUGMENTED REALITY (AR) UNTUK PENGENALAN OBJEK 3D PADA PEMBELAJARAN PEMAHAMAN KOSAKATA BAHASA INGGRIS PADA MATERI BANGUN RUANG SEKOLAH DASAR. Skripsi thesis, Universitas Labuhanbatu.

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Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Augmented Reality (AR) untuk membantu siswa Sekolah Dasar memahami kosakata Bahasa Inggris pada materi bangun ruang. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi Analysis, Design, Development, Implementation, dan Evaluation. Aplikasi dikembangkan menggunakan Unity 3D dan Vuforia dengan objek tiga dimensi yang dibuat menggunakan Blender 3D. Media yang dikembangkan menampilkan objek bangun ruang melalui marker, dilengkapi kosakata Bahasa Inggris, audio pelafalan, serta fitur evaluasi. Subjek penelitian terdiri dari 98 siswa kelas VI yang terbagi menjadi kelompok kontrol dan eksperimen. Pengujian fungsional menggunakan metode Black Box Testing menunjukkan bahwa seluruh fungsi utama aplikasi berjalan dengan baik, termasuk kamera AR, objek 3D, audio, tombol menu, dan fitur evaluasi. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis Augmented Reality dapat menjadi media yang interaktif dan membantu proses pembelajaran kosakata Bahasa Inggris pada materi bangun ruang. Kata Kunci: Augmented Reality, Kosakata Bahasa Inggris, Bangun Ruang, Media Pembelajaran ================================================================================================ This study aims to develop an Augmented Reality (AR)-based learning medium to help elementary school students understand English vocabulary related to three-dimensional geometric shapes. The research employed the Research and Development (R&D) method using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. The application was developed using Unity 3D and Vuforia, while the three dimensional objects were created using Blender 3D. The learning medium displays geometric objects through markers and is equipped with English vocabulary, pronunciation audio, and an evaluation feature. The research subjects consisted of 98 sixth-grade students divided into control and experimental groups. Functional testing using the Black Box Testing method showed that all main application functions operated properly, including the AR camera, 3D objects, audio, menu buttons, and evaluation feature. The results indicate that Augmented Reality-based learning media can provide an interactive medium to support English vocabulary learning related to three-dimensional geometric shapes. Keywords: Augmented Reality, English Vocabulary, Geometric Shapes, Learning Media

Item Type: Thesis (Skripsi)
Uncontrolled Keywords: Augmented Reality, Kosakata Bahasa Inggris, Bangun Ruang, Media Pembelajaran==============Augmented Reality, English Vocabulary, Geometric Shapes, Learning Media
Subjects: L Education > L Education (General)
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Z Bibliography. Library Science. Information Resources > ZA Information resources > ZA4450 Databases
Divisions: Fakultas Sains Dan Teknologi > Teknologi Informasi
Depositing User: Unnamed user with email repository@ulb.ac.id
Date Deposited: 15 Sep 2026 08:04
Last Modified: 15 Sep 2026 08:04
URI: http://repository.ulb.ac.id/id/eprint/2824

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