AUGMENTED REALITY SEBAGAI MEDIA EDUKATIF INTERAKTI DALAM PENGENALAN PAKAIAN ADAT LEMBATA PADA SISWA SEKOLAH DASAR INPRES DULITUKAN

Authors

  • Marcello Bernado S. Balawala STIKOM Uyelindo Kupang
  • Remerta Noni Na’aTonis STIKOM UYELINDO KUPANG
  • Petrus Katemba STIKOM Uyelindo Kupang

DOI:

https://doi.org/10.46880/mtk.v12i2.6067

Keywords:

Augmented Reality, Elementary School, Interactive Educational Media Lembata Traditional Clothing, MDLC

Abstract

This study aims to design and develop an Augmented Reality (AR) application as an interactive learning medium to introduce Lembata traditional clothing to students of SD Inpres Dulitukan. Through AR technology, traditional clothing objects are displayed in three-dimensional form that can be observed directly through digital devices, making the learning process more interesting, easier to understand, and not limited to conventional visual materials. In addition, the application is equipped with audio explanations regarding the meaning and characteristics of each traditional clothing, providing a more comprehensive and contextual learning experience. The research method used is the Multimedia Development Life Cycle (MDLC), which consists of data collection, analysis, design, media development, testing, and evaluation stages. This method was chosen because it is suitable for multimedia-based application development and allows the development process to be carried out systematically. The results of the study indicate that the developed Augmented Reality application runs well on Android devices and is capable of displaying Lembata traditional clothing objects in three-dimensional form along with automatic audio explanations. Based on the Black Box testing results, all application features functioned according to the design. In addition, the questionnaire results showed that students gave positive responses to the application because it was considered interesting, easy to use, and helpful in understanding the introduction to Lembata traditional clothing. Therefore, this application can be used as an interactive educational medium to support local cultural learning while also helping preserve regional cultural heritage through the application of modern technology.

References

L. Indahsari and S. Sumirat, “Implementasi teknologi augmented reality dalam pembelajaran interaktif,” Cognoscere J. Komun. dan Media Pendidik., vol. 1, no. 1, pp. 7–11, 2023, [Online]. Available: https://journals.ldpb.org/index.php/cognoscere/article/view/20

A. H. Yusup, A. Azizah, E. S. Rejeki, M. Silviani, E. Mujahidin, and R. Hartono, “Literature Review: Peran media pembelajaran berbasis augmented reality dalam media sosial,” J. Pendidik. Indones. Teor. Penelitian, dan Inov., vol. 3, no. 5, 2023, [Online]. Available: https://jurnal.penerbitwidina.com/index.php/JPI/article/view/575

N. Nurdin and F. Fajriana, “Pengenalan Pakaian Adat Aceh Berbasis Augmented Reality Menggunakan Metode Speed Up Robust Featured (SURF),” J. Komtika (Komputasi dan Inform., vol. 7, no. 2, pp. 106–113, 2023, [Online]. Available: https://journal.unimma.ac.id/index.php/komtika/article/view/9124

H. Sama and B. C. Liong, “Perancangan Augmented Reality (AR) Berbasis Android Sebagai Media Pembelajaran Pakaian Adat Tradisional di Indonesia Untuk Anak Sekolah Dasar,” J. Inf. Syst. Technol., vol. 02, no. 01, 2021, [Online]. Available: https://journal.uib.ac.id/index.php/joint/article/view/4434

M. Iban and M. Azhari, “Pengenalan Pakaian Adat Dayak Kenyah Menggunakan Augmented Reality,” STMIK Widya Cipta Dharma, 2023. [Online]. Available: https://repository.wicida.ac.id/4845/2/1943081-S1-Jurnal.pdf

B. W. Kusumo and A. Hermawan, “Cultural Introduction Application in Lembata Regency, NTT Using Android-Based Augmented Reality,” J. Inform. Ekon. Bisnis, pp. 256–263, 2024, [Online]. Available: https://www.infeb.org/index.php/infeb/article/view/844

A. Mokoginta, V. P. Rantung, and S. C. Kumajas, “Pengenalan pakaian adat Bolaang Mongondow menggunakan augmented reality dengan metode MDLC,” J. Informatics, Business, Educ. Innov. Technol., vol. 2, no. 3, pp. 99–109, 2024, [Online]. Available: https://jibeit.teknikinformatika.org/index.php/jibeit/article/view/80

H. Prayitno and A. I. Juwita, “Efektivitas Aplikasi Media Pembelajaran Berbasis Augmented Reality pada Mata Pelajaran Geografi: Studi Kasus Kelas X IPS SMA Negeri 2 Bungo,” DIAJAR J. Pendidik. dan Pembelajaran, vol. 2, no. 2, pp. 259–266, 2023, [Online]. Available: https://journal.yp3a.org/index.php/diajar/article/view/1

P. Anjarwati, A. Rohmani, F. Azzahra, and H. Savitriana, “The effectiveness of using augmented reality-based educational games in science learning for elementary school students: A systematic literature review,” Int. J. Integr. Sci. Technol., vol. 3, no. 2, pp. 1279–1290, 2025, doi: 10.59890/ijist.v3i2.220.

M. Akbar, “Game pesawat untuk melatih ketangkasan anak menggunakan Unity,” J. Print. J. Pengemb. Rekayasa Inform. dan Komput., vol. 2, no. 2, pp. 107–118, 2021, doi: 10.29408/jprinter.v2i2.27699.

L. Rezaldi, M. A. Nugroho, and P. D. W. Anggoro, “Implementasi Vuforia pada aplikasi augmented-reality pembelajaran sistem tata surya,” J. JuTI, vol. 1, no. 2, 2023, [Online]. Available: https://ejournal.utdi.ac.id/index.php/JuTI/article/view/805

S. Yulianti, A. Premana, and O. S. Bachri, “Penerapan Augmented Reality Sebagai Media Pembelajaran Materi Rumah Adat Indonesia Di Sekolah Dasar Kabupaten Brebes,” J. Ilm. Infokam, vol. 18, no. 2, pp. 79–86, 2022, [Online]. Available: https://amikjtc.com/jurnal/index.php/jurnal/article/view/323s

Y. Abdurrahman and M. A. Gustalika, “Aplikasi Augmented Reality dengan Marker Based dan Markerless Tracking sebagai Pengenalan Budaya Candi Mendut,” REMIK Ris. dan E-Jurnal Manaj. Inform. Komput., vol. 7, no. 2, pp. 859–871, 2023, [Online]. Available: https://www.jurnal.polgan.ac.id/index.php/remik/article/view/12137

R. Aditia, “Peran dan tantangan teknologi augmented reality dalam meningkatkan pengalaman pengguna media,” Amerta J. Ilmu Sos. dan Hum., vol. 4, no. 1, pp. 35–43, 2024, [Online]. Available: https://ejournal.amertamedia.co.id/index.php/amerta/article/view/197

A. Zulfa, M. M. Afriyadi, B. Baharudin, and I. Fiteriani, “Pengaruh Media Augmented Reality Terhadap Minat Belajar dan Pemahaman Konsep Pembelajaran IPAS,” Edukasiana J. Inov. Pendidik., vol. 4, no. 3, pp. 1040–1050, 2025, [Online]. Available: https://ejournal.papanda.org/index.php/edukasiana/article/view/1670

Downloads

Published

10-09-2026

How to Cite

[1]
M. B. S. . Balawala, Remerta Noni Na’aTonis, and P. Katemba, “AUGMENTED REALITY SEBAGAI MEDIA EDUKATIF INTERAKTI DALAM PENGENALAN PAKAIAN ADAT LEMBATA PADA SISWA SEKOLAH DASAR INPRES DULITUKAN”, METHODIKA, vol. 12, no. 2, pp. 322–328, Sep. 2026.