Abstract
Abstract
Sumba culture is one of Indonesia's rich cultural heritages that needs to be introduced and preserved early by the younger generation. The lack of variety in learning media used by teachers has impacted students' low interest and enthusiasm for learning, thus requiring innovative and interactive learning media. This study aims to develop the Sumba Artika Augmented Reality (AR) application as an interactive learning medium to introduce Sumba culture to fifth-grade elementary school students while simultaneously enhancing students' interest and understanding of Indonesia's cultural diversity. The application was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The application was developed on an Android-based platform using marker-based tracking technology with Unity and Vuforia as the main development tools. Testing was conducted on 21 students at Global Obor Elementary School through two stages, namely alpha testing and beta testing. Alpha testing results revealed that the optimal marker size is 15×15 cm or 20×20 cm at a 90° camera angle with a distance of 35–40 cm to produce accurate marker detection and optimal AR display. Beta testing recorded an average user satisfaction rate of 92.90%, which falls into the "Comprehending" category based on the interval scale used. Based on these results, the Sumba Artika AR application is deemed suitable and effective as an interactive learning medium for enhancing students' understanding and interest in learning about Sumba culture.
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@article{Dasa2026Pembelajaran,
title = {Pembelajaran Kebudayaan Sumba melalui Augmented Reality untuk Siswa Kelas 5 Sekolah Dasar},
author = {Jeffan Sulastyo U. Dasa and Kartono Pinaryanto},
journal = {Jurnal Ilmiah Teknik Informatika dan Komunikasi},
year = {2026},
doi = {10.55606/juitik.v6i2.2376},
url = {https://doi.org/10.55606/juitik.v6i2.2376}
}
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