Implementasi Flashcard 3d Berbasis Augmented Reality Sebagai Media Pendukung Pembelajaran Klasifikasi Hewan Pada Anak Usia Dini

Main Article Content

Maulana Sihdi Habibie
Nisa Atthalia
Fahri Fahri
Ahmad Thoriq Alqi Ighafur
Aqib Ainun Najib
Muhammad Zainudin Al Amin
Achmad Solichan
Basirudin Ansor
Nova Christina Sari
Aditya Putra Ramdani

Abstract

An Augmented Reality (AR)-based learning application was developed as an interactive visual medium to introduce animal classification to early childhood learners. The application uses flashcards scanned with a device camera to display three-dimensional (3D) objects in real time. This study aims to design and build an AR-based mobile application using Unity and Vuforia as an engaging self-learning tool. Development followed the Multimedia Development Life Cycle (MDLC), comprising concept, design, material collection, assembly, testing, and distribution. Functional black-box testing across 12 scenarios showed a 100% success rate, with all features operating as designed, including menu navigation, marker scanning, and 3D object visualization. Preliminary observations indicated that the visualization increased children's interest and involvement during learning, although this effect has not yet been measured with a validated evaluation instrument. Therefore, the application is considered a practical interactive medium for introducing animal classification based on feeding type - carnivores, herbivores, and omnivores - to young children.

Downloads

Download data is not yet available.

Article Details

Section

Articles

How to Cite

Implementasi Flashcard 3d Berbasis Augmented Reality Sebagai Media Pendukung Pembelajaran Klasifikasi Hewan Pada Anak Usia Dini (M. S. . Habibie, N. . Atthalia, F. Fahri, A. T. A. Ighafur, A. A. . Najib, M. Z. Al Amin, A. . Solichan, B. . Ansor, N. C. . Sari, & A. P. Ramdani , Trans.). (2026). Jurnal Teknologi Informasi Dan Ilmu Komputer, 2(3), 108-112. https://doi.org/10.65258/jutekom.v2.i3.70