Fardhu Kifayah Learning Media Application Using Android-Based Augmented Reality
DOI:
https://doi.org/10.55537/cosie.v4i4.1141Keywords:
AR, Pembelajaran Interaktif, , Inovasi, Markerless, AR, Interactive_Learningt, Innovation, MarkerlessAbstract
Advances in information technology and telecommunications have brought significant changes to the field of education. Technology-based learning media provides an effective solution for improving the quality of learning and student motivation. One of the emerging technologies is augmented reality (AR), which can create interactive and engaging learning experiences. Observations at the Amal Shaleh Islamic Junior High School revealed the need for more interactive, technology-based learning tools. The learning process still relies on conventional methods, such as explanations on the blackboard and textbooks, making it challenging for students to fully grasp the material. The researchers chose the topic "Management of Deceased Bodies" as the focus for developing learning media, given the importance of understanding the procedures for managing corpses according to Islamic law. In fiqh studies, the obligation to care for a corpse is considered a fardhu kifayah, meaning that if one person fulfills this duty, the responsibility is lifted from others. However, if no one performs the task, the entire community bears the sin. Thus, it is crucial for students to understand and apply the procedures correctly. This research employed the Markerless method, and the outcome was an interactive learning medium utilizing augmented reality. The goal of this innovation is to enhance students' understanding of the procedures for handling deceased bodies, enabling them to apply this knowledge within their communities
Downloads
References
[1] Indriani, V., Darni, R., Hendriyani, Y., Huda, A., & Samala, A. D. (2022). Perancangan Media Pembelajaran Pengenalan Sistem Tata Surya Berbasis Mobile Augmented reality pada Mata Pelajaran IPA Kelas VI SD. Jurnal Vocational Teknik Elektronika Dan Informatika, 10(4), 108-118. http://ejournal.unp.ac.id/index.php/voteknika/index
[2] Pranoto, A., & Zakariyah, M. (2023). KLIK: Kajian Ilmiah Informatika dan Komputer Peran Augmented Reality dalam Memperkenalkan Organ Pencernaan Manusia pada Anak Sekolah Dasar. Media Online, 4(3), 1235–1244. https://doi.org/10.30865/klik.v4i3.1441
[3] Maharani, K. I., & Aji, A. S. (2023). Pemanfaatan teknologi augmented reality sebagai media pembelajaran pengenalan satwa di sekolah. Jurnal TEKINKOM, 6(2), 585–593. https://doi.org/10.37600/tekinkom.v6i2.1028
[4] Kurniawan, D. D., & Avianto, D. (2023). Pemanfaatan Augmented Reality Untuk Media Pembelajaran Alat Transportasi Bagi Anak Tunagrahita Sedang. Journal of Information System Research (JOSH), 5(1), 261–270. https://doi.org/10.47065/josh.v5i1.4394
[5] Rulyansah, A., Budiarti, R. P. N., Mardhotillah, R. R., Mariati, P., & Nashirin, R. (2022). Integrasi Augmented Reality pada Pembelajaran Online Jenjang Sekolah Dasar: Program Pengabdian Masyarakat. Indonesia Berdaya, 3(4), 921–928. https://doi.org/10.47679/ib.2022322
[6] Nivaan, G. V, & Siwalette, R. (2024). Pengembangan Media Pembelajaran Berbasis Augmented Reality Untuk Pengenalan Peta Bagi Siswa Sekolah Dasar (SD) DI Kabupaten Maluku Tengah. JIPI (Jurnal Ilmiah Penelitian Dan Pembelajaran Informatika), 9(1), 379–388.
[7] Sahronih, S., Suryono, T., Maemuna, S., & Hasanah, D. (2023). Integrasi Teknologi
Augmented Reality Berbasis Model Samr (Substitution, Augmentation, Modification, Redefinition) Dalam Pembelajaran Ipa Sekolah Dasar. Prima Magistra: Jurnal Ilmiah Kependidikan, 4(4), 619–629. https://doi.org/10.37478/jpm.v4i4.3230
[8] Hernanda, A., & Aji, A. S. (2024). Pemanfaatan Aplikasi Augmented Reality Untuk Pembelajaran Organ Tubuh Manusia Di Sekolah Dasar. Jurnal Teknologi Dan Sistem Informasi Bisnis, 6(1), 245–251. https://doi.org/10.47233/jteksis.v6i1.1166
[9] Pratama, A. J., Irfan, D., & Effendi. (2023). Studi Literature Penggunaan Media Pembelajaran Menggunakan Teknologi Augmented Reality Pada Sekolah Kejuruan. JAVIT : Jurnal Vokasi Informatika, 47–55. https://doi.org/10.24036/javit.v3i1.135
[10] Nurhuda, W. A., & Hasanah, D. (2024). Pengembangan Media Pembelajaran Ipa Berbasis Augmented Reality Materi Fotosintesis. Pengembangan Media Penbelajaran, 09(1), 2806–281
[11] Sari, I. P., Batubara, I. H., Hazidar, A. H., & Basri, M. (2022). Pengenalan Bangun Ruang Menggunakan Augmented Reality sebagai Media Pembelajaran. Hello World Jurnal Ilmu Komputer, 1(4), 209–215. https://doi.org/10.56211/helloworld.v1i4.142SSS
[12] Rizky Rinaldi., Khairul, Masyitoh. (2024). Tinjauan Literatur: Pemanfaatan Teknologi Augmented Reality Sebagai Media Pembelajaran Interaktif Di Tingkat Sekolah Dasar. LIKHITAPRAJNA Jurnal Ilmiah, 20-28. https://doi.org/10.37303/likhitaprajna.v26i1.279
[13] Umri, B. K., Astuti, I. A., & Sholihan, A. C. (2023). Evaluasi Augmented Reality Bangun Ruang Sebagai Media Pembelajaran Siswa Kelas Iv Sekolah Dasar. Journal of Information System Management (JOISM), 5(1), 1–7. https://doi.org/10.24076/joism.2023v5i1.1093
[14] Mursyidah, D., & Saputra, E. R. (2022). Aplikasi Berbasis Augmented Reality sebagai Upaya Pengenalan Bangun Ruang bagi Siswa Sekolah Dasar. Ejournal.Unisnu.Ac.Id, 4(1), 427–433. https://ejournal.unisnu.ac.id/jtn/article/view/294
[15] Carolina, Y. Dela. (2022). Augmented Reality sebagai Media Pembelajaran Interaktif 3D untuk Meningkatkan Motivasi Belajar Siswa Digital Native. Ideguru: Jurnal Karya Ilmiah Guru, 8(1), 10–16. https://doi.org/10.51169/ideguru.v8i1.448
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Ira Iranda Isyha Baratih, M. Fakhriza

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.