Universitas Syiah Kuala | ELECTRONIC THESES AND DISSERTATION

Electronic Theses and Dissertation

Universitas Syiah Kuala

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Rifqi Mubarak Tampeng, PEMANFAATAN TEKNOLOGI AUGMENTED REALITY PADA MEDIA PEMBELAJARAN HARDWARE KOMPUTER DENGAN METODE MARKERLESS BERBASIS ANDROID. Banda Aceh Fakultas Teknik,2026

Pemahaman perangkat keras komputer merupakan kompetensi dasar yang krusial, namun penggunaan media dua dimensi (2d) konvensional dinilai kurang mampu memvisualisasikan dimensi fisik komponen secara utuh. penelitian ini bertujuan untuk mengembangkan aplikasi media pembelajaran perangkat keras komputer berbasis augmented reality (ar) markerless dan mengevaluasi efektivitasnya dibandingkan metode konvensional. penelitian menggunakan metode research and development (r&d) dengan pendekatan prototyping. aplikasi dibangun menggunakan unity 3d dan vuforia sdk untuk platform android. evaluasi kelayakan melibatkan ahli dan 20 responden menggunakan instrumen system usability scale (sus), sementara efektivitas kognitif diuji menggunakan normalized gain (n-gain) dengan desain eksperimen semu (pre-test dan post-test). hasil pengujian menunjukkan aplikasi berhasil dikembangkan dengan kualitas antarmuka "layak" (skor rata-rata sus 83,5). namun, analisis uji independent sample t-test (p = 0,011) membuktikan bahwa efektivitas metode presentasi 2d konvensional (n-gain = 0,49) secara signifikan lebih unggul dibandingkan dengan metode ar (n-gain = 0,12). fenomena ketertinggalan nilai pada ar disebabkan oleh tingginya beban kognitif sekunder dan novelty effect. kesimpulan dari penelitian ini menegaskan bahwa aplikasi ar sangat baik difungsikan sebagai instrumen pendidikan komplementer (praktikum virtual visual-spasial), namun bukan sebagai substitusi metode konvensional untuk hafalan materi tekstual. kata kunci: augmented reality, evaluasi kognitif, hardware komputer, markerless, system usability scale



Abstract

Understanding computer hardware is a crucial basic competency; however, the use of conventional two-dimensional (2D) media is deemed inadequate in visualizing the full physical dimensions of the components. This study aims to develop a computer hardware learning media application based on markerless Augmented Reality (AR) and evaluate its effectiveness compared to conventional methods. The research employed the Research and Development (R&D) method with a prototyping approach. The application was built using Unity 3D and Vuforia SDK for the Android platform. Feasibility evaluation involved experts and 20 respondents using the System Usability Scale (SUS) instrument, while cognitive effectiveness was tested using Normalized Gain (N-Gain) with a quasi-experimental design (pre-test and post-test). The test results showed that the application was successfully developed with an "Excellent" interface quality (average SUS score of 83.5). However, the Independent Sample T-Test analysis (p = 0.011) proved that the effectiveness of the conventional 2D presentation method (N-Gain = 0.49) was significantly superior to the AR method (N-Gain = 0.12). The lag in cognitive scores within the AR group was caused by high extraneous cognitive load and the novelty effect. The conclusion asserts that the AR application functions excellently as a complementary educational instrument (visual-spatial virtual practicum) but not as a substitution for conventional methods in textual rote learning. Keywords: Augmented Reality, Cognitive Evaluation, Computer Hardware, Markerless, System Usability Scale



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