Pengembangan Gerakan Beladiri KARATE SHOTO-KAN Berbasis Animasi Menggunakan Kombinasi Unity dengan Teknologi AR
DOI:
https://doi.org/10.70340/jirsi.v4i3.245Keywords:
Karate Shoto-Kan, Augmented Reality, Unity, 3D Animation, Interactive Learning MediaAbstract
Shoto-Kan Karate is a martial art style that emphasizes technique and precision of movement. However, in the traditional learning process, limited visual interaction and demonstration of movements often become obstacles, especially for beginners who do not have a permanent trainer. To address this problem, this study aims to develop interactive learning media based on Shoto-Kan Karate movement animations by utilizing Augmented Reality (AR) technology built using Unity. Test results show that the application runs well on various Android devices and receives positive responses from users, especially in terms of ease of understanding the movements, animation precision, and interactivity offered. In conclusion, the use of Unity-based AR technology is effective in improving the understanding and experience of independent learning of Shoto-Kan Karate. This media can be an innovative solution in the world of martial arts education, especially in today's digital era.
Downloads
References
Utami, H. N., Rahayu, E. T., & Ma’mun, S. (2021). Pengaruh Model Personalized System For Instruction Terhadap Peningkatan Kebugaran Jasmani Siswa Esktrakulikuler Beladiri Karate Sekolah Menengah Atas Pada Masa Pandemic Covid-19. Jurnal Ilmiah Wahana Pendidikan, 7(5), 66–72.
Pratiwi U, Wijaya K, & Fajriyah. (2021). 563-Article Text-2339-1-10-20211123. Penerapa Metode Prototype Pada Perancangan Sistem Administrasi, 2(3), 157–173.
Shalahudin, F., & Sifaq, A. (2023). JPO: Jurnal Prestasi Olahraga SURABAYA. JPO: Jurnal Prestasi Olahraga, 6(1), 20–24.
Veronica Purba, Marniati Marniati, Mein Kharnolis, & Lutfi Hidayati. (2024). Meningkatkan Hasil Belajar Siswa Melalui Penerapan Multimedia Pembelajaran Praktik Belahan Tutup Tarik di Kelas X SMK Negeri 8 Surabaya. Lencana: Jurnal Inovasi Ilmu Pendidikan, 2(4), 263–274.
Setyaningsih, E. (2023). Perkembangan Multimedia Digital dan Pembelajaran. Indonesian Journal of Learning and Instructional Innovation, 1(01), 34–48. https://doi.org/10.20961/ijolii.v1i01.920
Sari, L. (2022). Penerapan Augmented Reality Sebagai Media Pembelajaran Pengenalan Ilmu Tajwid Berbasis Android. Journal of Engineering, Technology, and Applied Science, 4(2), 97-104.
Albi Aldriyan, A., & Amini, S. (2020). Penerapan Metode Marker Based Tracking Untuk Pembelajaran Anak Berkebutuhan Khusus. SKANIKA: Sistem Komputer Dan Teknik Informatika, 3(4), 1–6. https://jom.fti.budiluhur.ac.id/index.php/SKANIKA/article/view/2206
Dan, A., Sistem, P., Stok, M., Wi-fi, P., Sabungan, P. T., Metode, M., Unified, U. M. L., & Languange, M. (2025). Analysis and Design of Wi-Fi Device Stock Management System at PT Sabungan Using UML ( Unified Modeling Languange ) Method. 3(1), 1–9.
Putri, D. I. (2024). Perbandingan Efektivitas Air Perasan Daun Brotowali (Tinospora crispa) Dengan Daun Serai Wangi (Cymbopogon nardus (L.) Rendle) Terhadap Mortalitas Larva Aedes aegypti (Doctoral dissertation, Universitas Muhammadiyah Surakarta).
Pradana Ariando, A., Wirya Atmaja, P., & Prima Aditiawan, F. (2025). Pengembangan Gim Edukasi Sebagai Media Pelatihan Pencegahan Dan Penanggulangan Kebakaran Berbasis Augmented Reality Dan Escape Room. JATI (Jurnal Mahasiswa Teknik Informatika), 9(3), 4202–4210.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Muhammad Al Khawarizmi Rangkuti, Ari Usman

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.






