PENGENALAN RUMAH ADAT INDONESIA MENGGUNAKAN AUGMENTED REALITY BERBASIS ANDROID DI MI AZHARUL ULUM DUMELING

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PENGENALAN RUMAH ADAT INDONESIA MENGGUNAKAN AUGMENTED REALITY BERBASIS ANDROID DI MI AZHARUL ULUM DUMELING

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dc.contributor.author YULIYANTI, SRI
dc.date.accessioned 2025-12-05T07:50:33Z
dc.date.available 2025-12-05T07:50:33Z
dc.date.issued 2022-07-28
dc.identifier.uri http://192.168.252.215:8080/xmlui/handle/123456789/800
dc.description.abstract This study aims to: add learning aids Introduction to Indonesian Traditional Houses for fourth-grade students of Azharul Ulum Dumeling Islamic Elementary School so that they can be used in learning activities. This research is an android-based augmented reality application development research concerning the Waterfall system development model which consists of 5 stages, namely Requirements Analysis, Design, Manufacture, Testing, and Maintenance. the research method uses 3 stages, namely Literature Study, Observation, and Interview. At the interview stage, the fourth-grade homeroom teacher of Azharul Ulum Dumeling Islamic Elementary School related the research on Introduction to Indonesian Traditional Houses. The results showed: The Augmented Reality application of the Indonesian Traditional House has been successfully developed as a teaching aid for fourth-grade students of Azharul Ulum Dumeling Islamic Elementary School and can be used in learning activities. en_US
dc.language.iso other en_US
dc.subject Android Applications, Augmented Reality, Introduction to Indonesian Traditional Houses, Informatics Engineering en_US
dc.title PENGENALAN RUMAH ADAT INDONESIA MENGGUNAKAN AUGMENTED REALITY BERBASIS ANDROID DI MI AZHARUL ULUM DUMELING en_US
dc.type Other en_US


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