Pengembangan media pembelajaran fisika pada materi optik geometri berbasis augmented reality dengan unity dan vuforia - Affriyenni, Yessi; Swalaganata, Galandaru; Mustikasari, Vita Ria; Fitriyah, Isnanik Juni (JIPVA (Jurnal Pendidikan IPA Veteran), 2020)
Salah satu cara dalam meningkatkan dan mendorong kualitas Pendidikan IPA di Indonesia adalah melalui pembelajaran yang kreatif dan inovatif menggunakan perangkat bergerak berupa Augmented Reality. Tujuan dari penelitian ini adalah membuat aplikasi Augmented Reality pada materi optik geometri. Materi tersebut dipilih karena saat observasi awal kepada sejumlah mahasiswa, banyak yang merasa kesulitan dalam memahami materi tanpa bantuan media yang sesuai. Pengembangan dilakukan dengan menggunakan model ADDIE yang meliputi lima tahap yakni Analyze, Design, Develop, Implement , dan Evaluate . Instrumen yang digunakan berupa angket terstruktur berupa angket validasi ahli dan angket uji coba aplikasi yang memberikan data kualitatif dan kuantitatif. Aplikasi yang dihasilkan bekerja optimal pada Android 5.0 karena bersifat open source . Hasil penelitian menunjukkan bahwa aplikasi Android Augmented Reality yang dibuat tergolong valid berdasarkan validasi oleh ahli media dengan persentase 92% dan layak digunakan berdasarkan uji coba terbatas kepada 20 mahasiswa dengan persentase 89,75%. Selain itu, media ini dinilai efektif dan efisien dari sisi pengguna. Development of Learning Media for Physics in Optical Geometry Material Based on Augmented Reality using Unity and Vuforia.   Abstract One way to improve and encourage the quality of science education in Indonesia is through creative and innovative learning in class. One of the developments in technology and information that can encourage innovation in science learning is by developing learning media on mobile devices. One of the most popular mobile technologies is Augmented Reality. The purpose of this research is to create an Augmented Reality application on geometry optical materials. The material was chosen because, during the initial observation of several students, many admitted that they had difficulty understanding the material without the help of appropriate media. The development was conducted using the ADDIE model including Analyze, Design, Develop, Implement, and Evaluate stages. Structured questionnaires were used to collect data in the form of expert validation and application trial-testing which provides both qualitative and quantitative data. The resulting application works optimally in the Android 5.0 version because of its open-source characteristic. The results showed that the Android Augmented Reality application is categorized valid based on expert validation and feasible based on the limited trial-test on 20 students with a percentage of 89,75%.