Rancang Bangun Aplikasi Pengenalan Tari Tradisional Indonesia Berbasis Augmented Reality dengan Metode Marker Based Tracking
Design and Development of an Indonesian Traditional Dance Recognition Application Based on Augmented Reality Using the Marker-Based Tracking Method
Keywords:
Augmented Reality, Tarian Tradisional, Marker-Based Tracking,, Media Pembelajaran, Budaya IndonesiaAbstract
ABSTRAK
Penurunan minat generasi muda terhadap kesenian tradisional Indonesia khususnya tarian daerah menjadi tantangan dalam upaya pelestarian budaya nasional. Penelitian ini mengembangkan sebuah aplikasi pengenalan tarian tradisional Indonesia berbasis teknologi Augmented Reality (AR) dengan metode Marker-Based Tracking. Aplikasi ini dirancang sebagai media pembelajaran interaktif yang memungkinkan pengguna khususnya siswa sekolah dasar mempelajari berbagai jenis tarian tradisional melalui visualisasi tiga dimensi yang ditampilkan saat Marker tertentu dipindai oleh kamera perangkat Android. Proses pengembangan aplikasi mengikuti model Multimedia Development Life Cycle (MDLC) yang mencakup enam tahapan yaitu konsepsi, perancangan, pengumpulan materi, pembangunan, pengujian, dan distribusi. Hasil dari uji coba kepada siswa kelas IV di SD Negeri Karanggintung 04 menunjukkan bahwa aplikasi ini berhasil meningkatkan minat dan pemahaman siswa terhadap materi budaya, serta dinilai mudah digunakan dan menarik. Temuan ini menunjukkan bahwa integrasi teknologi AR dalam pendidikan seni budaya dapat menjadi pendekatan efektif untuk mendukung pelestarian warisan budaya Indonesia di kalangan generasi muda.
ABSTRACT
The decline in interest of the younger generation in traditional Indonesian arts especially regional dances is a challenge in efforts to preserve national culture. This study develops an application for introducing traditional Indonesian dances based on technology. Augmented Reality (AR) with the method Marker-Based Tracking. This application is Designed as an interactive learning media that allows users especially elementary school students to learn various types of traditional dances through three-dimensional visualizations displayed during the Marker certain scanned by the Android device camera. The application development
process follows the modelMultimedia Development Life Cycle (MDLC) which includes six stages, namely conception, Design, material collection, construction, testing, and distribution. The results of the trial on fourth grade students at SD Negeri Karanggintung 04 showed that this application succeeded in increasing students' interest and understanding of cultural materials and was considered easy to use and interesting. These findings indicate that the integration of AR technology in arts and culture education can be an effective approach to support the preservation of Indonesian cultural heritage among the younger generation.
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