Implementation Of Marker-Based Tracking And Fisher-Yates Shuffle Algorithms In An Augmented Reality-Based Solid Geometry Learning Application Using Unity For Mobile Platform

  • Ryandika Anugrah Universitas Dehasen Bengkulu
  • Edy Hermansyah Universitas Dehasen Bengkulu
  • Rizka Tri Alinse Universitas Dehasen Bengkulu
Keywords: Augmented Reality, Marker-Based Tracking, Fisher-Yates Shuffle

Abstract

Teaching three-dimensional shapes still faces challenges in visualizing three-dimensional objects, causing students to struggle with understanding abstract concepts. This study aims to design and develop an Augmented Reality (AR)-based geometric shapes learning application using Unity on the Android platform by implementing the Marker-Based Tracking and Fisher-Yates Shuffle algorithms. Marker-Based Tracking is used to detect markers in real-time and display three-dimensional geometric shapes, while the Fisher-Yates Shuffle algorithm is applied to randomize the order of questions in the assessment feature. This study employed the Research and Development (R&D) method with the Waterfall development model, which includes the stages of requirements analysis, design, implementation, testing, and maintenance. Data collection was conducted through observation, interviews, and a literature review. Application testing was conducted using Black Box Testing to evaluate system functionality and the System Usability Scale (SUS) to measure the application’s usability. The results show that the application was successfully developed using Unity and Vuforia on the Android platform. The implementation of Marker-Based Tracking successfully detected markers and displayed 3D geometric objects in real time, while the Fisher-Yates Shuffle successfully generated variations in the question order within the quiz feature. The results of the black-box testing showed that all of the application’s main features functioned 100% in accordance with the test scenarios. Meanwhile, the results of the SUS test administered to 20 students yielded an average score of 78.0, which falls into the “Acceptable” category with a Grade B (Good) rating. Thus, the developed application has a good level of usability and can be used as an interactive learning tool to help students understand three-dimensional geometry concepts.

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Published
2026-10-28
How to Cite
Anugrah, R., Hermansyah, E., & Alinse, R. (2026). Implementation Of Marker-Based Tracking And Fisher-Yates Shuffle Algorithms In An Augmented Reality-Based Solid Geometry Learning Application Using Unity For Mobile Platform. Jurnal Media Computer Science, 5(4), 1821-1828. https://doi.org/10.37676/jmcs.v5i4.12727
Section
Articles