Pengembangan Aplikasi Augmented Reality Berbasis Android dalam Pembelajaran Geometri Bangun Ruang di Sekolah Dasar

Authors

  • Putri Shabira Pratiwi Universitas Indo Global Mandiri
  • Shinta Puspasari Universitas Indo Global MandirI
  • Mustafa Ramadhan Universitas Indo Global Mandiri

DOI:

https://doi.org/10.55606/jutiti.v5i2.5853

Keywords:

Android, Augmented Reality, Geometry, MDLC, Solid Shapes

Abstract

This research aims to develop an Augmented Reality (AR) application for Android devices to support the teaching of three-dimensional geometry in primary education. The development process employed the Multimedia Development Life Cycle (MDLC) model, which consists of six stages: concept, design, material gathering, assembly, testing, and distribution. The application is designed to display three-dimensional representations of basic geometric figures such as cubes, cuboids, prisms, pyramids, cylinders, cones, and spheres. In addition to visual models, the application also provides related mathematical equations and explanatory commentary to strengthen students’ conceptual understanding. The testing phase demonstrated that the AR application is capable of presenting 3D objects with clarity and stability when viewed from a distance of 10–30 cm and within an angle range of 45° to 135°. These conditions ensure that the objects remain easily recognizable and interactive in classroom learning environments. User feedback from both teachers and students highlighted the engaging nature of the application, particularly in fostering motivation, improving visualization skills, and encouraging interactive learning experiences. Overall, the findings suggest that this AR-based application can serve as an effective educational tool for primary school students, bridging the gap between abstract geometry concepts and practical visualization. By integrating modern technology into mathematics instruction, the application has the potential to enhance both comprehension and interest in learning geometry while supporting innovative digital learning practices in the classroom.

Downloads

Download data is not yet available.

References

Analisis, D., & Studi, B. (2025). Reality. 1–9.

Aprilia, N., Fadila, S., Hanafi, M., Fitria, Y., & Media, A. (2024). Analisis kesulitan siswa sekolah dasar pada pembelajaran geometri: Tinjauan literature review. Atmosfer: Jurnal Pendidikan, Bahasa, Sastra, Seni, Budaya, dan Sosial Humaniora, 3(1), 314–317. https://doi.org/10.59024/atmosfer.v3i1.1216

Fitriyani, L. F., Palenewen, E., & Satriana, M. (2025). Pengaruh bermain geometri untuk meningkatkan kemampuan kognitif anak usia 5–6 tahun. Aulad: Journal on Early Childhood, 8(1), 464–472. https://doi.org/10.31004/aulad.v8i1.1019

Mu’minah, W., Koderi, K., Basyar, S., & Zulhannan, Z. (2025). Literature review: Pemanfaatan augmented reality dalam pembelajaran bahasa Arab. Jurnal Kajian Pendidikan Islam, 4(1), 48–59. https://doi.org/10.58561/jkpi.v4i1.169

Puspasari, S., Ermatita, & Zulkardi. (2022a). Assessing an innovative virtual museum application using technology acceptance model. International Journal on Informatics for Development, 11(1), 212–221. https://doi.org/10.14421/ijid.2022.3758

Puspasari, S., Ermatita, & Zulkardi. (2022b). Machine learning for exhibition recommendation in a museum’s virtual tour application. International Journal of Advanced Computer Science and Applications, 13(4), 404–412. https://doi.org/10.14569/IJACSA.2022.0130448

Puspasari, S., Suhandi, N., & Iman, J. N. (2020). Augmented reality development for supporting cultural education role in SMB II Museum during Covid-19 pandemic. 2020 5th International Conference on Informatics and Computing (ICIC 2020), 160–165. https://doi.org/10.1109/ICIC50835.2020.9288619

Puspasari, S., Suhandi, N., & Iman, J. N. (2021). Evaluation of augmented reality application development for cultural artefact education. International Journal of Computing, 20(2), 237–245. https://doi.org/10.47839/ijc.20.2.2171

Ramadhan, R., Khalida, R., Setiawati, S., & Lubis, H. (2024). Perancangan augmented reality berbasis Android menggunakan metode MDLC dengan algoritma SURF. Journal of Information System, Informatics and Computing, 8(2), 404–412. https://doi.org/10.52362/jisicom.v8i2.1714

Sagara, A. F. (2022). Pengembangan media pembelajaran augmented reality versi Android pada materi virus [Skripsi, UIN Syarif Hidayatullah Jakarta].

Surur, M. S., Dijaya, R., & Ariyanti, N. (2025). Pengembangan media pembelajaran matematika dengan teknologi augmented reality berbasis Android pada materi bangun ruang. JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika), 10(1), 519–532. https://doi.org/10.29100/jipi.v10i1.5771.

Downloads

Published

2025-09-12

How to Cite

Pratiwi, P. S., Shinta Puspasari, & Mustafa Ramadhan. (2025). Pengembangan Aplikasi Augmented Reality Berbasis Android dalam Pembelajaran Geometri Bangun Ruang di Sekolah Dasar . Jurnal Teknik Informatika Dan Teknologi Informasi, 5(2), 746–756. https://doi.org/10.55606/jutiti.v5i2.5853

Similar Articles

You may also start an advanced similarity search for this article.