Design and Construction of Interactive Learning Media Based on Augmented Reality for 3D Object Visualization Using the Marker-Based Tracking Method
DOI:
https://doi.org/10.61536/ambidextrous.v5i01.949Keywords:
Android Application, Augmented Reality, Interactive Learning Media, Marker-Based Tracking, Medicinal PlantsAbstract
Digital technology provides opportunities to utilize Augmented Reality (AR) as an interactive learning medium for presenting educational materials through three-dimensional visualization. This study aimed to design and develop an AR-based learning application for visualizing six medicinal plants using the Marker-Based Tracking method. The study employed a Research and Development (R&D) approach, with application development following the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The application was developed for Android devices using Unity 6 LTS and Vuforia Engine, with 3D models created in Blender. Functional testing was conducted by the researchers using Black Box Testing, while compatibility testing was performed on three Android devices. The initial functional testing showed that five core features, namely application launch, marker detection, 3D object visualization, audio narration, and menu navigation, operated according to the expected specifications. However, additional features, including object rotation and zoom, button sound effects, marker saving, and application stability, still require systematic testing. Compatibility testing indicated that the application could run on the tested devices, although performance varied depending on device specifications and lighting conditions. Direct usability evaluation involving seventh-grade students at SMP Muhammadiyah 07 Medan has not yet been conducted, and the population and sample sizes have not been established. Therefore, the findings demonstrate the initial functional feasibility of the application rather than its effectiveness in improving learning outcomes. Further testing involving students and broader device compatibility assessments is required to evaluate usability and its potential contribution to learning.
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