Published: 2021-07-03
Implementation of Augmented Reality Learning Media Technology at the Primary and Secondary Education Levels in Cimahi City, West Java
DOI: 10.35870/ijmsit.v1i2.354
Nur Alamsyah, Dina Fauziyah
Downloads
Article Metrics
- Views 521
- Downloads 589
- Scopus Citations
- Google Scholar
- Crossref Citations
- Semantic Scholar
- DataCite Metrics
-
If the link doesn't work, copy the DOI or article title for manual search (API Maintenance).
Abstract
Currently the development of technology is progressing very rapidly and its development cannot be stopped. With so many advanced technologies that have emerged, various kinds of human work can be done in more innovative ways. One example is in the field of education. Currently, there are various kinds of technology-based learning media, one of which is learning media using Augmented Reality technology or often shortened to AR. Application Development as Learning Media to Build Space for Elementary/Junior High School Level Using Marker Augmented Reality Method is one form of utilizing AR technology in the field of education, especially as a learning medium. With the creation of this Augmented Reality-based learning media for building space, It is hoped that students can understand learning materials easily, and students' interest in learning can increase because the objects in the space are designed to be attractive, colorful, and interactive to avoid boredom. Based on this, this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module). this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module). this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module).
Keywords
Augmented Reality ; Augmented Reality Markers ; Learning Media ; Geometry
Article Metadata
Peer Review Process
This article has undergone a double-blind peer review process to ensure quality and impartiality.
Indexing Information
Discover where this journal is indexed at our indexing page to understand its reach and credibility.
Open Science Badges
This journal supports transparency in research and encourages authors to meet criteria for Open Science Badges by sharing data, materials, or preregistered studies.
How to Cite
Article Information
This article has been peer-reviewed and published in the International Journal of Management Science and Information Technology. The content is available under the terms of the Creative Commons Attribution 4.0 International License.
-
Issue: Vol. 6 No. 1 (2026)
-
Section: Articles
-
Published: %750 %e, %2021
-
License: CC BY 4.0
-
Copyright: © 2021 Authors
-
DOI: 10.35870/ijmsit.v1i2.354
AI Research Hub
This article is indexed and available through various AI-powered research tools and citation platforms. Our AI Research Hub ensures that scholarly work is discoverable, accessible, and easily integrated into the global research ecosystem. By leveraging artificial intelligence for indexing, recommendation, and citation analysis, we enhance the visibility and impact of published research.
-
-
-
Elmqaddem, N. (2019). Augmented Reality and Virtual Reality in education. Myth or reality? International Journal of Emerging Technologies in Learning, 14(3), 234–242. https://doi.org/10.3991/ijet.v14i03.9289.
-
Hakim, L. (2018). Pengembangan Media Pembelajaran Pai Berbasis Augmented Reality. Lentera Pendidikan : Jurnal Ilmu Tarbiyah Dan Keguruan, 21(1), 59–72. https://doi.org/10.24252/lp.2018v21n1i6.
-
Mauludin, R., Sukamto, A. S., & Muhardi, H. (2017). Penerapan Augmented Reality Sebagai Media Pembelajaran Sistem Pencernaan pada Manusia dalam Mata Pelajaran Biologi. Jurnal Edukasi Dan Penelitian Informatika (JEPIN), 3(2), 117. https://doi.org/10.26418/jp.v3i2.22676.
-
-
-
-
-
-

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Authors who publish with this journal agree to the following terms:
1. Copyright Retention and Open Access License
Authors retain copyright of their work and grant the journal non-exclusive right of first publication under the Creative Commons Attribution 4.0 International License (CC BY 4.0).
This license allows unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
2. Rights Granted Under CC BY 4.0
Under this license, readers are free to:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material for any purpose, including commercial use
- No additional restrictions — the licensor cannot revoke these freedoms as long as license terms are followed
3. Attribution Requirements
All uses must include:
- Proper citation of the original work
- Link to the Creative Commons license
- Indication if changes were made to the original work
- No suggestion that the licensor endorses the user or their use
4. Additional Distribution Rights
Authors may:
- Deposit the published version in institutional repositories
- Share through academic social networks
- Include in books, monographs, or other publications
- Post on personal or institutional websites
Requirement: All additional distributions must maintain the CC BY 4.0 license and proper attribution.
5. Self-Archiving and Pre-Print Sharing
Authors are encouraged to:
- Share pre-prints and post-prints online
- Deposit in subject-specific repositories (e.g., arXiv, bioRxiv)
- Engage in scholarly communication throughout the publication process
6. Open Access Commitment
This journal provides immediate open access to all content, supporting the global exchange of knowledge without financial, legal, or technical barriers.