Mahardika, Ghyar (2024) RANCANG BANGUN APLIKASI PEMBELAJARAN BIOLOGI PENGENALAN DOMAIN EUKARYA MENGGUNAKAN ALGORITMA LINEAR CONGRUENT METHOD (LCM) BERBASIS AUGMENTED REALITY. S1 / D3 thesis, Universitas Kuningan.

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Abstract

Buku paket adalah alat utama dalam pelajaran Biologi di kelas X SMA Negeri 1 Jalaksana. Namun, buku hanya menampilkan deskripsi singkat dan gambar organisme dalam dua dimensi yang ditampilkan secara kurang jelas, menyebabkan siswa sulit memahami karena keterbatasan visualisasi materi. Selain itu, siswa cenderung melakukan kecurangan saat mengerjakannya karena soal latihan yang sama. Media berbasis teknologi seperti Augmented Reality (AR), yang dapat membantu proses pembelajaran dengan menyajikan objek dan materi 3D, diperlukan untuk mengatasi masalah tersebut. AR menggabungkan elemen virtual dengan dunia nyata, memberi pengguna pengalaman di mana mereka berinteraksi dengan objek virtual seolah-olah itu nyata. Soal diacak dengan algoritma Linear Congruent Method (LCM), yang mencegah pengulangan yang sama. Untuk metode pengembangan sistem menggunakan RAD, Rapid Application Development (RAD) adalah pendekatan pengembangan sistem yang paling cocok. Hasil pengujian black-box dan white-box menunjukkan bahwa aplikasi Pembelajaran Biologi Pengenalan Domain Eukarya Berbasis AR dapat berjalan di platform Android jika perancangan sistem yang telah dibuat telah dipenuhi. Selain itu, aplikasi ini menerima respons yang cukup baik, seperti yang ditunjukkan oleh nilai persentase 94,93% dalam User Acceptance Testing (UAT). Dengan demikian, aplikasi ini dapat menjadi media alternatif untuk siswa kelas X di SMA Negeri 1 Jalaksana dalam pembelajaran Biologi mengenai Domain Eukarya.
In the X grade Biology lessons at State High School 1 Jalaksana, the primary educational tool remains the textbook. However, these textbooks only offer brief descriptions and two-dimensional images of organisms, making it difficult for students to understand due to the limitations of visualization. Additionally, students tend to cheat when working on the subject because of the same subject.To address these challenges, technology-based media such as Augmented Reality (AR) can enhance the learning process by presenting 3D objects and materials. AR combines virtual elements with the real world, providing users with an interactive experience where virtual objects appear as real. The application uses the Linear Congruent Method (LCM) algorithm to ensure variation in exercises, preventing repetition and cheating. For the development of AR-based learning media, the Rapid Application Development (RAD) approach is most suitable. The Eukarya Domain Identification Biology Learning application, based on Augmented Reality, underwent black-box and white-box testing, confirming its functionality on the Android platform and compliance with the system design. The application received a positive response, evidenced by a 94.93% approval rating in User Acceptance Testing (UAT). Thus, this AR application serves as an effective alternative medium for Class X students at State High School 1 Jalaksana to learn about the Eukarya Domain in Biology.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Biologi, Augmented Reality, Linear Congruent Method (LCM), Rapid Application Development (RAD). Biology, Augmented Reality, Rapid Application Development (RAD), Linear Congruent Method (LCM).
Subjects: T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Ghyar Mahardika
Date Deposited: 30 Sep 2024 07:26
Last Modified: 30 Sep 2024 07:26
URI: https://rama.uniku.ac.id/id/eprint/1157

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