Solehudin, Edwin (2025) IMPLEMENTASI METODE SOBEL PADA AUGMENTED REALITY MEDIA PEMBELAJARAN PROSES PERKEMBANGBIAKAN TUMBUHAN KINGDOM PLANTAE (Studi kasus SMPN 1 Cilimus). S1 / D3 thesis, Universitas Kuningan.

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Official URL: https://rama.uniku.ac.id

Abstract

Pemanfaatan teknologi dalam dunia pendidikan saat ini sangat penting untuk menunjang efektivitas pembelajaran, salah satunya melalui media Augmented Reality (AR). SMPN 1 Cilimus mengalami kendala dalam proses pembelajaran, terutama pada materi Proses Perkembangbiakan Tumbuhan Kingdom Plantae yang membutuhkan visualisasi tinggi. Untuk itu, dikembangkan aplikasi AR berbasis Android berjudul “Media Pembelajaran Proses Perkembangbiakan Tumbuhan Kingdom Plantae” dengan implementasi algoritma Sobel sebagai metode deteksi tepi. Algoritma Sobel digunakan untuk meningkatkan ketajaman citra marker sehingga objek 3D dapat tampil dengan lebih jelas dan akurat. Aplikasi ini menampilkan objek 3D tumbuhan beserta informasi teks dan audio yang dapat dipindai melalui booklet. Selain itu, disediakan fitur evaluasi berupa kuis interaktif. Pengujian dilakukan menggunakan metode Black Box dan UAT (User Acceptance Test). Hasil pengujian menunjukkan aplikasi berfungsi sesuai dengan kebutuhan pengguna, dengan nilai rata-rata kepuasan pengguna sebesar 80% berdasarkan kuesioner. Aplikasi ini diharapkan dapat meningkatkan pemahaman siswa terhadap materi serta menjadi solusi inovatif dalam pembelajaran interaktif berbasis visual dan teknologi.
Kata Kunci: Augmented Reality, Kingdom Plantae, Media Pembelajaran, Algoritma Sobel, Android

The uses of technology in education is essential to support effective learning, one of them is through Augmented Reality (AR) media. SMPN 1 Cilimus faces challenges in delivering lessons, especially on the topic of Plant Reproduction Processes from the Kingdom Plantae. It requires high visualization. Therefore, an Android-based AR application entitled “Learning Media for the Reproduction Process of Kingdom Plantae Plants” is developed using the Sobel algorithm for edge detection. The Sobel algorithm enhances the clarity of marker images, ensuring 3D objects appear accurately and sharply. The application displays 3D plant objects along with textual and audio information, which can be scanned via a booklet. Additionally, it includes an interactive quiz as an evaluation tool. Testing is carried out using Black Box and UAT (User Acceptance Test) methods. The results indicate that the application functions according to user needs, with an average user satisfaction score of 80% based on questionnaires. This application is expected to improve students' understanding of the subject and serve as an innovative solution for interactive and visually enhanced learning.
Keywords: Augmented Reality, Kingdom Plantae, Learning Media, Sobel Algorithm, Android

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Augmented Reality, Kingdom Plantae, Media Pembelajaran, Algoritma Sobel, Android Augmented Reality, Kingdom Plantae, Learning Media, Sobel Algorithm, Android
Subjects: T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Edwin Solehudin
Date Deposited: 22 Oct 2025 02:48
Last Modified: 22 Oct 2025 02:48
URI: https://rama.uniku.ac.id/id/eprint/3569

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