Main Article Content

Fattachul Huda Aminuddin
Teuku Djauhari


Augmented Reality is a concept that combines virtual reality with world and a way to explore 3D objects. This game-based learning application has advantages in terms of more interactive and effective use, and is complemented by simple object modelling that can be widely applied in various media and is very supportive of interface technology through smartphone applications.  The purpose of this research is to produce a learning media product by utilizing the development of Augmanted Reality- based 3D Virtual Technology using the marker and Unity 3D platforms in high school ICT Subjects in learning in the era of the industrial revolution 4.0 which is valid, practical and effective to foster critical thinking skills, improving and developing life skills that are realized through the achievement of student competencies. The type of research used is development research with a 4D (Four-D) model approach including the stages of define, design, develop and disseminate. Based on the results of the validation test research, the results obtained from the Content aspect of the media were 0.835 with the Valid category, from the media experts assessed from the media format aspect of 0.84 in the Valid category, and the media presentation aspect obtained Aiken's V value of 0.845 with the Valid category. The practicality of Augmanted Reality-based 3D Virtual Media was obtained from the teacher's response and student responses, from the teacher's response it was obtained an average of 88.57% with the very practical category and the student response was 81.63% with a very practical level of practicality. The effectiveness of 3D virtual media based on Augmanted Reality is obtained from the students' learning scores after using the media with the number of students who passed is 17 students (85%) out of 20 students and stated that the media is effective to improve student learning outcomes through the Gain score test with a value of 0.53 with category moderate. It is hoped that this application and can be developed again by researchers so that this application can help and support teachers in supporting the success of the student learning process.

Article Details

How to Cite
Huda Aminuddin, F., & Djauhari, T. (2021). DEVELOPMENT OF 3D AUGMANTED REALITY TEACHING MATERIALS BASED ON VIRTUAL TECHNOLOGY AS LEARNING MEDIA. Dinasti International Journal of Education Management And Social Science, 2(5), 763-776.


Ardhianto, E., Hadikurniawati , W ., Winarno ,E., (2012). Augmented Reality of 3 Dimensional Objects with Artoolkit and Blender Devices, DYNAMIC Journal of Information Technology, No.2, Vol. 17, pp. 110-117
Ardianti, N. M. Y. (2012). Development of Interactive Learning Media Based on Team Assisted Individualization for Information and Communication Technology (ICT) Subjects with the Subject of Graphic Design in Class XII Students. National Journal of Informatics Engineering Education: JANAPATI, 1 (3), 219-243
Benford, S., Bederson, B., Akesson, K. P., Bayon, V., Druin, A., Hansson, P., Hourcade, J., Ingram, R., Neale, H., Malley, C., Simsarian, K., Stanton, D., Sundblad, Y., & Taxen, G. (2000). Designing storytelling technologies to encourage collaboration between young children. In: Proceedings of CHI 2000, The Hague, The Netherlands, 1–6.
Cawood, S., Fiala, M., (2007), Augmented Reality-A Practical Guide, The Pragmatic Bookshell, Raleigh, North Carolina, Dallas, Texas.
Diansyah, A. N. (2015). Application of Interactive Multimedia Tutorial Model for Improving Student Understanding of Concepts in Information and Communication Technology Subjects. QUOTED JOURNAL, 1 (1), 11-18.
Dzikri, Afdhol., Santoso, Wahyu Agung. (2016). 3D Visualization of Solar System with Occlusion Based Method as Learning Media. Proceedings of SENTIA State Polytechnic of Malang. 8 267-272.
Fathoni, Kholid., Hasim, Jauari Akhmad Nur., Fadholani, Choirul., Hakkun, Rizky Yuniar., Asmara, Rengga. (2016). 3D Visualization of Learning the Cause of Global Warming Using Virtual Reality. Journal Links. 25 (2) 16-20..
Fauzi, A., Faradilla, L., & Summa Dewi, T. (2017, November). Using computer simulation to improve high order thinking skills of physics teacher candidate students in Compton effect. Journal of Physics Conference Series (Vol. 909, No. 1).
Furh, Borko. 2011. Handbook of Augmented Reality. Florida. Springer
Jumriana, J. (2015). Development of Computer Based Tutorial Learning Model (MP-TBK) in ICT Subjects for Class X SMA Negeri 2 Palopo. Scientific Journal of Information Technology, 5 (2), 69-79.
Kortbek, K. J., & Grønbæk, K. (2008). Interactive spatial multimedia for communication of art in the physical museum space. Paper presented at the Proceedings of the 16th ACM international conference on Multimedia.
Kuswanto, J., & Walusfa, Y. (2017). Development of Learning Multimedia in Class VIII Information and Communication Technology Subjects. Innovative Journal of Curriculum and Educational Technology, 6 (2), 1-7.
Lee, H., Billinghurst, M., & Woo, W. (2011). Two-handed tangible interaction techniques for composing augmented blocks. Virtual Reality, 15(2–3), 133–146.
Mustaqim, I. (2017). Learning Media Development Based on Augmented Reality. Journal of Electrical Education, 1 (1).
Mustika, M., Rampengan, C. G., Sanjaya, R., & Sofyan, S. (2015). Implementation of Augmented Reality as an Interactive Learning Media. Creative Information Technology Journal, 2 (4), 277-291.
Nasrullah, M., Malik, M. N., & Muliadi, M. (2019). Pengembangan Teknologi Augmented Reality Sebagai Media Edukasi Masyarakat Terhadap Gizi Buruk. Jurnal Media TIK, 1(1).
Pratama, A. N., Habsary, D., & Adzan, N. K. (2020). Web-Based E-Learning Media Enhanced Course in Dance Learning at SMK Ma'arif 5 Kotagajah. Journal of Arts and Learning, 8 (1).
Ramadhan, Ahmad Jery., Agustina, Ina., Gufroni, M. (2017). Three-dimensional (3D) Aircraft Takeoff Visualization Design. Journal of Information Technology and Computer Science (JOINTECS). 2 (2) 100-104.
Rifa'i, M., Listyorini, T., & Latubessy, A. (2014). Penerapan Teknologi Augmented Reality pada aplikasi katalog rumah berbasis android. Prosiding SNATIF, 267-274.
Riyanda, A. R., & Suana, W. (2019). Development of Basic Programming Learning Module Based on Adobe Flash CS6 for Class XI RPL Students. Journal of Information Technology and Vocational Education, 1 (2).
Riyanda, A. R. (2020). Learning Creativity, Parents 'Education Level, and Parents' Income Against Student Motivation at SMK Al-Huda Jatimulyo, South Lampung Regency. Journal of Educational Innovation and Information Technology (JIPTI), 1 (2), 56-61.
Riyanda, A. R., Herlina, K., & Wicaksono, B. A. (2020). Evaluation of the Implementation of the Online Learning System at the Teaching and Education Faculty, University of Lampung. IKRA-ITH HUMANIORA: Journal of Social Affairs and Humanities, 4 (1), 66-71.
Ronald T. Azuma. (1997). A Survey of Augmented Reality. Jurnal Teleoperators and Virtual Environments 6. 355-385
Riyanda, A. R., Herlina, K., & Wicaksono, B. A. (2020). Evaluation of the Implementation of the Online Learning System at the Teaching and Education Faculty, University of Lampung. IKRA-ITH HUMANIORA: Journal of Social Affairs and Humanities, 4 (1), 66-71..
Suana, W., Riyanda, A. R., & Putri, N. M. A. A. (2019). Internet Access and Internet Self-efficacy of High School Students. Journal of Educational Science and Technology (EST), 5(2), 110-117.
Suhiyar, A. B. (2017). Making Learning Media Introduction to Hardware For Interfaces in Data Communication and Interfaces Subjects. Journal of Electrical Engineering Education, 7 (2).
Tomei, L.A. ed., (2007). Adapting Information and Communication Technologies for Effective Education (Vol. 2). IGI Global.
Vert, S., & Vasiu, R. (2015). Integrating linked open data in mobile augmented reality applications-a case study. Tem Journal, 4(1), 35.
Wiharto, A., & Budihartanti, C. (2017). Augmented Reality Mobile Application as Learning Media for Introduction to Android-Based Computer Hardware. PROSISKO: Journal of Computer Systems Research