Desain Augmented Reality untuk Pembelajaran Biologi Topik Sistem Organ Berbasis Gamifikasi
DOI:
https://doi.org/10.31004/riggs.v5i2.10944Keywords:
Augmented Reality, Pembelajaran Biologi, Sistem Organ, Gamifikasi, Model PrototipeAbstract
Pembelajaran biologi pada materi sistem organ manusia di tingkat Sekolah Menengah Pertama (SMP) masih menghadapi berbagai kendala, terutama karena karakteristik materi yang bersifat abstrak dan kompleks. Kondisi tersebut menyebabkan siswa mengalami kesulitan dalam memvisualisasikan struktur serta fungsi organ tubuh manusia, yang berdampak pada meningkatnya beban kognitif, rendahnya motivasi belajar, dan kurang optimalnya hasil pembelajaran. Penelitian ini bertujuan untuk merancang, mengembangkan, dan mengimplementasikan aplikasi pembelajaran berbasis Augmented Reality (AR) yang dipadukan dengan elemen gamifikasi sebagai media pembelajaran interaktif guna meningkatkan keterlibatan siswa dalam proses belajar secara mandiri. Pengembangan aplikasi dilakukan menggunakan metode Prototype, yang meliputi tahapan komunikasi dengan pengguna, perencanaan cepat, perancangan model sistem, konstruksi prototipe, serta pengujian dan penyempurnaan berdasarkan hasil evaluasi. Aplikasi dikembangkan dengan menghadirkan objek anatomi tiga dimensi yang dapat divisualisasikan secara real-time melalui perangkat bergerak berbasis Android, sehingga memungkinkan siswa melakukan eksplorasi organ tubuh manusia secara lebih nyata melalui interaksi sentuhan dan manipulasi objek virtual. Hasil pengujian fungsional menunjukkan bahwa seluruh menu dan fitur aplikasi berhasil diimplementasikan dengan tingkat keberhasilan pengujian mencapai 100%, tanpa ditemukan kesalahan fungsional maupun malfungsi sistem. Visualisasi objek tiga dimensi, khususnya organ sistem saraf pada otak manusia, mampu ditampilkan secara stabil, responsif, dan interaktif sesuai dengan input pengguna. Selain itu, hasil uji kompatibilitas menunjukkan bahwa aplikasi dapat berjalan dengan baik pada berbagai perangkat Android mulai dari versi 4.2.0 (Jelly Bean) hingga 7.0 (Nougat). Temuan penelitian ini menunjukkan bahwa integrasi teknologi Augmented Reality dan gamifikasi berpotensi menjadi media pembelajaran inovatif yang mampu meningkatkan kualitas pengalaman belajar, memperkuat pemahaman konsep biologi yang abstrak, serta mendukung transformasi pembelajaran berbasis teknologi digital di lingkungan sekolah.
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