APLIKASI MEDIA PEMBELAJARAN PENGENALAN PERANGKAT KOMPUTER MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY

IBRAHIM, SAHID MALIK (2022) APLIKASI MEDIA PEMBELAJARAN PENGENALAN PERANGKAT KOMPUTER MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY. Other thesis, Universitas Duta Bangsa Surakarta.

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Abstract

Abstrak
SMK Muhammadiyah 1 Sukoharjo terdapat salah satu bidang jurusan yaitu teknik komputer dan jaringan. Saat kelas X, Sebelum melakukan praktek, siswa harus mengenal terlebih dahulu bentuk dan fungsi dari perangkat komputer yang akan dibuat dan di konfigurasi. Demi mengurangi penyebaran Covid-19, SMK Muhammadiyah 1 Sukoharjo menerapkan pembelajaran secara daring dan luring. Pembelajaran secara daring mempunyai kekurangan dimana guru tidak bisa langsung mengenalkan dan menunjukan bentuk dari perangkat jaringan komputer sehingga siswa hanya bisa mempelajarinya dari E-learning/ internet. Kemudian pembelajaran secara luring di lab komputer harus dikurangi, hal ini mengakibatkan pembelajaran kurang efektif dan efisien.
Metode yang dipakai dalam penelitian ini adalah Sherwood-Rout, tahapan dimulai dari Project Initiation, Spesification, Design, Production, Review and Evaluation, Delivery and Implementation. Metode ini lebih fokus pada penggalian review dan pengujian pada client sebelum aplikasi digunakan.
Aplikasi yang dihasilkan adalah aplikasi media pembelajaran pengenalan perangkat komputer menggunakan teknologi augmented reality, dan akan di ujikan menggunakan pengujian alpha dan beta. Aplikasi ini dapat menampilkan 9 perangkat keras komputer,

Kata kunci— Aplikasi, Media Pembelajaran, Augmented Reality, Perangkat Komputer, Sherwood-Rout.

Abstract
SMK Muhammadiyah 1 Sukoharjo has one field, namely computer and network engineering. In class X, before doing practice, students must know in advance the form and function of the computer equipment that will be made and configured. In order to reduce the spread of Covid-19, SMK Muhammadiyah 1 Sukoharjo applies bold and engaging learning. Bold learning has drawbacks where the teacher cannot immediately recognize and show the shape of the computer network device so that students can only learn it from E-learning/internet. Then offline learning in the computer lab must be reduced, this results in less effective and efficient learning.
The method used in this research is Sherwood-Rout, the stages start from Project Initiation, Specification, Design, Production, Review and Evaluation, Delivery and Implementation. This method is more focused on reviewing and testing on clients before use.
The resulting application is a learning media application for the introduction of computer devices using augmented reality technology, and will be tested using alpha and beta testing. This application can display 9 computer hardware.

Keywords— Applications, Learning Media, Augmented Reality, Computer Hardware Devices, Sherwood-Rout.

Item Type: Thesis (Other)
Uncontrolled Keywords: Aplikasi, Media Pembelajaran, Augmented Reality, Perangkat Komputer, Sherwood-Rout, Augmanted Reality
Subjects: T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > S1 - Sistem Informasi
SWORD Depositor: Perpustakaan Fikom
Depositing User: Perpustakaan Fikom
Date Deposited: 27 Oct 2023 02:10
Last Modified: 27 Oct 2023 02:10
URI: https://eprints.udb.ac.id/id/eprint/1161

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