MARTIAL ART AUGMENTED REALITY BOOK (ARBOOK) SEBAGAI MEDIA PEMBELAJARAN SENI BELADIRI NUSANTARA PENCAK SILAT
DOI:
https://doi.org/10.32736/sisfokom.v10i1.983Keywords:
Application, Pencak Silat, Augmented reality, 3D, AndroidAbstract
Pencak silat is one of the archipelago cultures that must be preserved. Many people want to learn silat. Fighters need a good memory in practicing, to remember every silat movement. This must be done repeatedly to understand. For independent study, the only media available are manual books and no teaching aids. This causes the fighter to experience difficulties. Based on these problems, a medium is needed as a prop that can help fighters remember silat movements. To solve this problem, this research will make a learning media using augmented reality-based silat movement guide book (ARBook). This learning media serves as a guide to basic silat movements in the form of Android-based 3D animation visualization, with the aim of being a martial arts props. This makes this method better than the conventional manual method. Based on the results of alpha testing using a black box. So from these data, it can be seen that the 3D AR pencak silat motion application runs and in accordance with the specified functionality are included in the feasible category. In Beta testing that uses the acceptance method, 86% of respondents agree that the AR 3D Silat Motion Application is very useful, then 87% of respondents agree that it is easy to use, then 84% of respondents agree that the animated content is presented, and 79% of respondents are interested in using the Motion Application AR 3D Silat. Suppose calculated to have an average value of 84%. So it can be concluded that the value of 84% is included in the "Very Appropriate" category. Broadly speaking, Alpha and Beta testing shows that this application is considered very feasible and usable.References
Kriswanto, E. S., Pencak Silat. I. Yogyakarta: Pustakabarupress. 2015.
Nugroho, N. B. and Tri, S. A. P. 2019. Tersedia:www.ppsbetakomerpatiputih.com.
Anugrah, S. and Fernando, E. “Penerapan Augmented reality Sebagai Media Pengenalan Tuntunan Sholat Di Madrasah Ibtidaiah Nurul Hidayah Berbasis Android”. PROCESSOR.2017.
Saputra. M. A. “Aplikasi Tuntunan Shalat Menggunakan Augmented reality Berbasis Android” .E-Proceeding Of Applied Science. 2015.
Setiawan, E., Syaripudin, U., Gerhana, Y. A. Implementasi Teknologi Augmented reality Pada Buku Panduan Wudhu Berbasis Mobile Android. JOIN.Volume I No. 1, 2016. 2016.
Sari, N. K. O., Crisnapati. P. N., Kesiman. M. W. A., Sunarya I. M. G. “Pengembangan Aplikasi Augmented Reality BoLayak Pengenalan Tata Letak Bangunan Pura Goa Lawah Dan Pura Goa Gaja” , Jptk Undiksha. 2014.
Lintrami, T, Unity Game Development Essentials. Packt Publishing. 2018.
Enterprise, J. Blender Untuk Pemula. Jakarta: Elek Media Komputindo. 2016.
Makehuman Team. Tersedia: http://www.makehumancommunity.org/. 2016
Arifitama, B. Panduan Mudah Membuat Augmented reality. Yogyakarta: Penerbit Andi. 2017.
Romadhon. E. N., Anra. H., Pratiwi. H. S. “Penerapan Augmented reality Berbasis Android Sebagai Media Pembelajaran Sel Penyusun Jaringan Pada Sistem Gerak Dalam Mata Pelajaran Biologi” , JUSTIN. 2017.
Sugiyono. Metode Penelitian Kuantitatif, Kualitatif, dan R&D – MPKK. Bandung: ALFABETA. 2019.
Suharso, A. Muhaimin, M. “ Media Belajar Kerangka Manusia 3D Berbasis MagicboLayak Augmented Reality (AR) (Studi Kasus SMPN 1 Kota Baru)”, UNSIKA Syntax Jurnal Informatika Vol. 5 No. 1. 2016.
Pamoedji. A. K., Maryuni, Sanjaya. R. (2017) Mudah Membuat Game Augmented reality dan Virtual Reality Dengan Unity 3D. Jakarta : Elek Media Komputindo.
Pressman. R. S. Rekayasa Perangkat Lunak - Buku Satu (Edisi 7) . Yogyakarta: Penerbit Andi. 2012.
Utama, R. Y. Implementasi Web3d Webgl Pada Gerakan Dasar Silat Pps Betako Merpati Putih Berbasis Android. 2017.
Harahap, A., Sucipto, A., Jupriyadi. “Pemanfaatan Augmented reality (Ar) Pada Media Pembelajaran Pengenalan Komponen Elektronika Berbasis Android”. Jurnal Ilmiah Infrastruktur Teknologi Informasi (JIITI),Vol. 1(1) p. 20. 2020.
Guritno, Suryo, Sudaryono, & Rahardja, Untung. (2011). Theory and Application of IT Research: Metodologi Penelitian Teknologi Informasi. Yogyakarta: Andi.
Downloads
Published
Issue
Section
License
The copyright of the article that accepted for publication shall be assigned to Jurnal Sisfokom (Sistem Informasi dan Komputer) and LPPM ISB Atma Luhur as the publisher of the journal. Copyright includes the right to reproduce and deliver the article in all form and media, including reprints, photographs, microfilms, and any other similar reproductions, as well as translations.
Jurnal Sisfokom (Sistem Informasi dan Komputer), LPPM ISB Atma Luhur, and the Editors make every effort to ensure that no wrong or misleading data, opinions or statements be published in the journal. In any way, the contents of the articles and advertisements published in Jurnal Sisfokom (Sistem Informasi dan Komputer) are the sole and exclusive responsibility of their respective authors.
Jurnal Sisfokom (Sistem Informasi dan Komputer) has full publishing rights to the published articles. Authors are allowed to distribute articles that have been published by sharing the link or DOI of the article. Authors are allowed to use their articles for legal purposes deemed necessary without the written permission of the journal with the initial publication notification from the Jurnal Sisfokom (Sistem Informasi dan Komputer).
The Copyright Transfer Form can be downloaded [Copyright Transfer Form Jurnal Sisfokom (Sistem Informasi dan Komputer).
This agreement is to be signed by at least one of the authors who have obtained the assent of the co-author(s). After submission of this agreement signed by the corresponding author, changes of authorship or in the order of the authors listed will not be accepted. The copyright form should be signed originally, and send it to the Editorial in the form of scanned document to sisfokom@atmaluhur.ac.id.