INOVASI EDUKASI: AUGMENTED REALITY UNTUK TATALAKSANA JENAZAH DALAM KONTEKS ISLAM

  • Maskuri Resiasa Fakultas Ilmu Komputer, Universitas Muhammadiyah Riau
  • Mitra Unik Fakultas Ilmu Komputer, Universitas Muhammadiyah Riau
Keywords: Augmented reality, Education, Islam, Corpse, Interactive Media

Abstract

This research successfully addresses the complexity of handling corpses within an Islamic framework through the application of educational innovations using Augmented reality (AR) technology. The AR Jenazah application was developed with a focus on increasing understanding and skills in corpse handling procedures, which are in accordance with religious teachings and ethical norms. The results of black box testing showed the reliability of the application's functionality and presentation, while beta testing with the participation of 20 general public respondents gave positive conclusions on user interest, teaching, ease of use, and application performance. This research makes an important contribution to the development of a modern educational approach in understanding and implementing corpse handling procedures in an Islamic context. The AR Jenazah application was not only technically successful, but also achieved positive user acceptance, signalling its potential positive influence in improving the quality of learning and practice of corpse handling. Suggestions for development involve expansion of educational content, expert and user engagement, adoption to other platforms, evaluation of long-term impact, development of interactive features, multi-language versions, and collaboration with educational and religious institutions. These improvements are expected to strengthen the educational value of the app and expand its positive impact in the wider community.

Downloads

Download data is not yet available.

References

Alalwan, N., Cheng, L., Al-Samarraie, H., Yousef, R., Ibrahim Alzahrani, A., & Sarsam, S. M. (2020). Challenges and Prospects of Virtual Reality and Augmented reality Utilization among Primary School Teachers: A Developing Country Perspective. Studies in Educational Evaluation, 66. https://doi.org/10.1016/j.stueduc.2020.100876

Aliferi, C. (2016). Android Programming Cookbook. Exelixis Media P.C.

Al-Samarraie, H., & Saeed, N. (2018). A systematic review of cloud computing tools for collaborative learning: Opportunities and challenges to the blended-learning environment. Computers & Education, 124, 77–91. https://doi.org/https://doi.org/10.1016/j.compedu.2018.05.016

Boy, G. A. (2011). Introduction to Human-Machine Interaction: A Human-Centered Design Approach. Introduction to the Handbook of Human-?‐Machine Interaction, July. https://www.researchgate.net/publication/289849041_Introduction_A_human-centered_design_approach

Chafied, M. (2010). Brosur interaktif berbasis augmented reality. Program, 1–5.

Clark. (2015). Why Instructional System Design and ADDIE?

Correia, A., Fonseca, B., Paredes, H., Martins, P., & Morgado, L. (2016). Computer-Simulated 3D Virtual Environments in Collaborative Learning and Training: Meta-Review, Refinement, and Roadmap. In Y. Sivan (Ed.), Handbook on 3D3C Platforms: Applications and Tools for Three Dimensional Systems for Community, Creation and Commerce (pp. 403–440). Springer International Publishing. https://doi.org/10.1007/978-3-319-22041-3_15

Kusuma, I. N. W. (2014). Pembangunan Aplikasi Media Periklanan Arloji Menggunakan Augmented reality Berbasis Android.

Luqman. (2012). Aplikasi Web Sistem Informasi Penjualan Pada Khazanah Ponsel Yogyakarta. Digital Times, Unknown(Unknown), No Pages. Retrieved from http://www.dt.co.kr/contents.html?article_no=2012071302010531749001

Lowe, D. G. (2004). Distinctive Image Features from Scale-Invariant Keypoints, 1–28. https://doi.org/http://dx.doi.org/10.1023/B:VISI.0000029664.99615.94

Maimunah, D. (2017). Aplikasi Sistem Order Online Berbasis Mobile Android Pada Outlet Pizza Hut Delivery. Seminar Nasional Teknologi Informasi Dan Multimedia 2017, (ISSN : 2302-3805), 4–5. https://doi.

Milgram, P., & Kishino, F. (2003). A TAXONOMY OF MIXED REALITY VISUAL DISPLAYS. 12, 1–15.

Ozdemir, M., Sahin, C., Arcagok, S., & Demir, M. K. (2018). The effect of Augmented reality applications in the learning process: A meta-analysis study | Öğrenme sürecinde artırılmış gerçeklik uygulamalarının etkililiği: Bir meta-analiz çalısması. Egitim Arastirmalari - Eurasian Journal of Educational Research, 2018(74), 165–186. https://doi.org/10.14689/ejer.2018.74.9

PWM DIY. (2015). Tuntunan Perawatan Jenazah. Majelis Tarjih dan Tajdid.

Shelton, B. E. (2002). Augmented reality and Education: Current Projects and the Potential for Classroom Learning. New Horizons for Learning, 9(1), 1–7. http://www.newhorizons.org/strategies/technology/shelton.htm

Unik, M., Fatma, Y., & Tantaya, M. (2022). Internet of thing and automatics control system on quail egg incubator using human-centered design method. AIP Conference Proceedings, 2499(1), 50011. https://doi.org/10.1063/5.0105718

Vosinakis, S., Anastassakis, G., & Koutsabasis, P. (2018). Teaching and learning logic programming in virtual worlds using interactive microworld representations. British Journal of Educational Technology, 49(1), 30–44. https://doi.org/https://doi.org/10.1111/bjet.12531

Published
2024-01-31
How to Cite
Resiasa, M., & Unik, M. (2024). INOVASI EDUKASI: AUGMENTED REALITY UNTUK TATALAKSANA JENAZAH DALAM KONTEKS ISLAM. Journal of Software Engineering and Information System (SEIS), 4(1), 23-32. https://doi.org/10.37859/seis.v4i1.6641
Section
Articles
Abstract views: 39 , PDF downloads: 22