Aplikasi Pembelajaran Anatomi Organ Dalam Manusia Berbasis Android dengan Teknologi Augmented Reality
DOI:
https://doi.org/10.30865/klik.v4i3.1368Keywords:
Augmented Reality; Education; Anatomy; Technology; LearningAbstract
Anatomy is the understanding of the structure of organs in the human body. This research explores the application of Augmented Reality (AR) in the context of teaching and understanding human anatomy. By utilizing devices such as smartphones or tablets, users can experience a more interactive approach to learning anatomy. Digital content, including 3D models and contextual information, can be overlaid on real objects or physical anatomy models through AR displays. The use of AR in anatomy education not only enhances student engagement but also enables a profound visualization experience. Users can directly interact with anatomical structures to gain a better understanding. Previously, students learned through manual textbooks, resulting in less captivating and interactive learning experiences. Hence, an anatomy learning application was developed using AR technology to overcome these challenges.The future of AR in anatomy education promises improvements in interactive content development, the incorporation of up-to-date data into 3D models, and the potential for enhanced remote collaboration through AR. By continuously exploring the potential of this technology, education can achieve a more effective and engaging approach to anatomy learning. This research concludes that facilitating learning by allowing students to recognize visualizations of each organ in the human body in 3D is essential. By continually exploring innovations in AR integration, we can enhance students' understanding of human anatomy structures in unprecedented ways.
Downloads
References
Pebria Dheni P and Yosua Damas Sadewo, “Strategi Pembelajaran Pendidikan Dasar di Perbatasan Pada Era Digital,” vol. 5, no. 5, pp. 3001–5000, 2021, doi: https://doi.org/10.31004/basicedu.v5i5.1218.
Faisal Kurnia Akbar and Rony Heri Irawan, “Markerless Augmented Reality Dalam Pengenalan Huruf Hijaiyah Untuk Siswa TK Pertiwi Baron,” vol. 5, no. 2, 2021, doi: https://doi.org/10.29407/inotek.v5i2.1145.
U. Nafi’ah, A. Sapto, J. Sayono, and A. Herdiani, “Peningkatan Kapasitas Guru dalam Mengembangkan Media Pembelajaran Berbasis Augmented Reality untuk Menyelaraskan Pembelajaran Sejarah dengan Kebutuhan Masa Kini,” Historia: Jurnal Pendidik dan Peneliti Sejarah, vol. 5, no. 1, pp. 49–56, Feb. 2022, doi: 10.17509/historia.v5i1.38950.
Y. Pernando, “Aplikasi Augmented Reality (AR) Sebagai Media Pembelajaran Sistem Rangka Manusia,” Journal of Information System Research, vol. 4, no. 4, pp. 1168–1175, 2023, doi: 10.47065/josh.v4i4.3685.
Nadila Aprilia and Rika Rosnelly, “APLIKASI MEDIA PEMBELAJARAN PENGENALAN ANGKA DAN HURUF UNTUK ANAK USIA DINI MENGGUNAKAN AUGMENTED REALITY BERBASIS ANDROID,” vol. 1, no. 1, 2020.
Cevin Sanderzon M, Djafar Wonggo, and Trudi Komansilan, “PENGEMBANGAN MEDIA PEMBELAJARAN PENGENALAN HEWAN BERBASIS AUGMENTED REALITY UNTUK ANAK USIA DINI,” vol. 1, no. 4, 2021, doi: https://doi.org/10.53682/edutik.v1i4.2212.
I. Made E Warmanto, A. Lahinta, and Mohammad Syarif Tuloli, “PENERAPAN TEKNOLOGI AUGMENTED REALITY DENGAN METODE MARKER BASED TRACKING PADA PENGENALAN GEDUNG FAKULTAS TEKNIK,” vol. 1, no. 2, 2021, doi: https://doi.org/10.37031/diffusion.v1i2.9772.
A. P. Pratiwi and J. Riyanto, “Aplikasi Aplikasi Pembelajaran Pengenalan Struktur Tumbuhan untuk Anak Usia Dini menggunakan Augmented Reality,” Journal of Engineering, Technology, and Applied Science, vol. 4, no. 2, pp. 78–85, Aug. 2022, doi: 10.36079/lamintang.jetas-0402.382.
R. Wanasuria, F. Ismawan, J. Raya Tengah No, K. Gedong, P. Rebo, and J. Timur, “APLIKASI PENGENALAN ANATOMI TUBUH MANUSIA BERBASIS ANDROID,” Jurnal Riset dan Aplikasi Mahasiswa Informatika), vol. 01, 2020, doi: https://doi.org/10.30998/jrami.v1i01.185.
I. Ahmad and S. Samsugi, “Penerapan Augmented Reality Pada Anatomi Tubuh Manusia Untuk Mendukung Pembelajaran Titik Titik Bekam Pengobatan Alternatif,” 2022. doi: https://doi.org/10.33365/jti.v16i1.1521.
A. W. Prayugha and F. Zuli, “IMPLEMENTASI AUGMENTED REALITY SEBAGAI MEDIA PROMOSI UNIVERSITAS SATYA NEGARA INDONESIA BERBASIS ANDROID MENGGUNAKAN METODE MARKER BASED TRACKING,” Jakarta, vol. 12240, no. 11, p. 7398393, 2021.
A. Sidauruk, M. Sulistiyono, and M. T. Nurcholis, “Penggunaan Media Pembelajaran Berbasis Augmented Reality Untuk Pengenalan Anatomi Tubuh Berbasis Android Di Sekolah Dasar,” Batara Wisnu Journal?: Indonesian Journal of Community Services, vol. 3, no. 1, 2023, doi: 10.53363/bw.v3i1.146.
Q. Jafar Adrian, A. Ambarwari, and M. Lubis, “PERANCANGAN BUKU ELEKTRONIK PADA PELAJARAN MATEMATIKA BANGUN RUANG SEKOLAH DASAR BERBASIS AUGMENTED REALITY,” Jurnal SIMETRIS, vol. 11, no. 1, 2020, doi: https://doi.org/10.24176/simet.v11i1.3842.
J. Pratama and S. Kom, “Perancangan Augmented Reality Dalam Media Pembelajaran Sistem Anatomi Tumbuhan Sekolah Dasar Berbasis Android,” Journal of Information System and Technology, vol. 02, no. 03, pp. 38–49, 2021, doi: http://dx.doi.org/10.37253/joint.v2i3.6272.
Y. S. Nauko and L. N. Amali, “Pengenalan Anatomi Tubuh Menggunakan Teknologi Augmented Reality Berbasis Android,” Jambura Journal of Informatics, vol. 3, no. 2, pp. 66–76, Nov. 2021, doi: 10.37905/jji.v3i2.11720.
Y. Suciliyana, L. Ode Abdul Rahman, K. Komunitas, F. Ilmu Keperawatan Universitas Indonesia, D. Dasar Keperawatan dan Keperawatan Dasar, and F. Ilmu Keperawatan, “AUGMENTED REALITY SEBAGAI MEDIA PENDIDIKAN KESEHATAN UNTUK ANAK USIA SEKOLAH,” vol. 2, no. 1, p. 2020, 2020, doi: https://doi.org/10.38102/jsm.v2i1.51.
A. T. Saputra, N. E. Budiyanto, and J. M. Tengah, “PENERAPAN TEKNOLOGI AUGMENTED REALITY PADA KATALOG MEBEL KOMPAS JATI JEPARA BERBASIS ANDROID,” vol. 1, no. 2, pp. 82–87, 2019, doi: https://doi.org/10.36499/jinrpl.v1i2.2951.
A. Kintani, M. A. Muhammad, and G. Forda Nama, “Jurnal Informatika dan Teknik Elektro Terapan (JITET) PERANCANGAN DAN IMPLEMENTASI AUGMENTED REALITY PEMANTAU JADWAL RUANG KELAS MENGGUNAKAN MARKER BASED TRACKING,” 2021. doi: https://doi.org/10.23960/jitet.v9i2.2428.
R. Pramudita, “Pengujian Black Box pada Aplikasi Ecampus Menggunakan Metode Equivalence Partitioning,” Informatics for Educators and Professionals, vol. 4, no. 2, pp. 193–202, 2020, doi: https://doi.org/10.51211/itbi.v4i2.1347.
A. F. Husni and A. Oktarino, “Aplikasi Jambiku Bersih Dengan Permodelan Mengunakan UML,” Jurnal Ilmiah Media Sisfo, vol. 15, no. 1, pp. 1–8, Apr. 2021, doi: 10.33998/mediasisfo.2021.15.1.932.
Bila bermanfaat silahkan share artikel ini
Berikan Komentar Anda terhadap artikel Aplikasi Pembelajaran Anatomi Organ Dalam Manusia Berbasis Android dengan Teknologi Augmented Reality
ARTICLE HISTORY
Issue
Section
Copyright (c) 2023 Lintang Ardi Avdillah, Agus Suhendar

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (Refer to The Effect of Open Access).