UTILIZATION OF AUGMENTED REALITY TO INCREASE STUDENTS' INTEREST AND CREATIVITY IN COMPUTERS AND NETWORKING SUBJECTS

Authors

  • Al Amin Fadillah Sania University of Science and Technology of Indonesia Author
  • Herwin University of Science and Technology of Indonesia Author
  • Yoyon Efendi University of Science and Technology of Indonesia Author
  • Syahrul Imardi University of Science and Technology of Indonesia Author

DOI:

https://doi.org/10.33372/pfm31167

Keywords:

Augmented Reality; Black Box; Learning Interest; Creativity; ADDIE Model;

Abstract

This study aims to examine the use of Augmented Reality (AR) technology in enhancing students’ interest and creativity in the Basic Computer and Networking subject at SMK Perpajakan Riau. This subject serves as a fundamental foundation for students in the Computer and Network Engineering major to understand the basic concepts of computer hardware and networking. AR technology was used to present 3D visualizations of six main components-router, switch, motherboard, processor, VGA, and NIC-making it easier for students to understand the material in an interactive and realistic manner. The development of this learning media employed the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), while its functionality testing was conducted using the Black Box method to ensure all features operated as intended. The research methods included field observations, teacher interviews, as well as Pre-Test, Post-Test, and System Usability Scale (SUS) evaluations. The results showed an increase in the students’ average score from 59.44 in the Pre-Test to 93.89 in the Post-Test, with an average N-Gain of 0.87 (high category). The SUS score of 94.5 placed the media in the “Excellent” category, indicating a very high level of user acceptance and satisfaction. These findings reflect improved student engagement, interest, and creativity in the learning process, while also creating a more engaging, interactive, and applicable learning experience.

 

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Published

2026-01-31

How to Cite

UTILIZATION OF AUGMENTED REALITY TO INCREASE STUDENTS’ INTEREST AND CREATIVITY IN COMPUTERS AND NETWORKING SUBJECTS. (2026). Innovative Multidisciplinary Research Journal, 1(1). https://doi.org/10.33372/pfm31167