media available, this study focuses on developing
media types of multimedia learning.
Augmented Reality (AR) is a tool that connects
between three-dimensional visualization, the real
environment, and the use of code that can be seen as
a bridge that binds the real world to cyberspace
(Fedeli & Rossi, 2014: 10). In many cases AR
technology involves special devices such as glasses,
head-mounted displays, and smartphones. AR allows
users to see virtual objects two or three dimensions
projected against the real world. Johnson, et al.
(2011: 16) explains the educational use of mobile
devices and the potential of AR technology which
states that, one of the most promising aspects is that
it can be used for visual and highly interactive forms
that can display data to the real world as easily as
simulating a process dynamic. Augmented Reality is
needed as a technology for simulations to visualize
objects from these animals.
3 RESEARCH METHODS
This study has the aim of developing an application
for more interesting animal world recognition using
Augmented Reality by utilizing the camera features
of Android mobile devices. The research method
used in this research is MDLC (Multimedia
Development Life Cycle) where this method has 6
stages, namely concept, design, collecting material,
assembly, testing and distribution (Luther, 1994) as
shown in Figure 1.
Figure 1: Multimedia development life cycle (MDLC)
methodology.
First stage is concept, in which researcher need
to decide what the purposed of his research, what
kind of user will use it and how it will distribute.
Second, at the design stage, the researcher will begin
the design of the application; the design will be in
the form of a storyboard and the design of the
navigation structure in the form of a menu hierarchy.
The third is the Obtaining Content Material
stage, where at this stage, researchers have collected
materials and materials in accordance with
applications such as logic links, scripts, images,
animation, music and videos. The fourth stage is the
build phase, which the building of the application is
beginning.
The fifth stage is the testing phase when the
application has been completed. And the last stage
or sixth stage is how we chose to distribute the
application to user.
4 RESULTS AND DISCUSSION
This research aim to build an application that can be
used as educational aid tools in such topic Animal
Kingdom Recognition using Augmented Reality
technology. This research using MDLC
methodology with 6 (six) stages.
First stage is concept; in this process researcher
decided the application made is aimed at school
students who are accompanied by teaching staff.
Development of an application to introduce the
animal kingdom and the application will build using
Augmented Reality technology made based on
mobile platform (android) with the extension .apk
(Android Package File).
Second, at the design stage, the researcher will
begin the design of the application, with making of
storyboard and the design of the navigation
structure. In this stage the opening will be design
too, it will display the splash screen page before
entering the main menu.
The third is the Obtaining Content Material
stage. At this stage, researchers have collected
materials such as logic links, scripts, images,
animation, music and videos.
The fourth stage is the making/ build phase,
including the background design of the application
and determining the button icon that will be used.
After processing the content has been made, then the
next process is making an application using Open
Space 3D where all the content that has been
wrapped with the script and also the logic link will
be processed and made into a .xos format project.
The fifth stage is the testing phase when the
application has been completed, the system is tested
and tried by users and media experts where the test
aims to find out whether the application is in
accordance with the plan and whether already
functioning properly or not yet suitable for use.