AUGMENTED REALITY LABELS FOR TEACHING FACTORY PRODUCT PRESENTATION IN A VOCATIONAL HIGH SCHOOL (MULTIMEDIA PROGRAM)

Authors

Herman Thuan To Saurik , Kelvin , Sigit Firdaus Prayogi , Taufikur Rahman

DOI:

10.5281/zenodo.18492108

Published:

2025-12-23

Downloads

Abstract

This study implements the application of Augmented Reality (AR) on labels or packaging of Teaching Factory (TEFA) SMK Multimedia Program products. An R&D design with a Design Thinking framework (Empathize–Test) was used as a user-centered solution. The prototype was developed using Unity–Vuforia and tested on 55 respondents (50 students and 5 teachers) through questionnaires and observations. Descriptive results show strong support for the feasibility of AR as a presentation medium and practical teaching material. The packaging design results before AR were rated positively with a rating of Good–Very Good at 74.6%. The most appreciated AR element was 3D animation at 85.5%. From a promotional perspective, AR results were perceived as effective–very effective at 81.8%. In the field of vocational education, the description of industrial workflows was considered very comprehensive by the majority at 83.6%, with an adoption interest of 85.5%. The main challenges lie in the application of usability and technical complexity (rated as difficult and very difficult by 60.0%), so improvements to the UI/UX, optimization of 3D asset quality, and the addition of CTA features (buy/location/QR links) are recommended. These findings indicate that the application of AR label technology increases appeal, enriches product understanding, and is relevant as a TEFA project module, while also opening up room for improvement in usability and content pipeline to ensure the sustainability of implementation in vocational learning at SMK Multimedia Program.

Keywords:

Teaching Factory Augmented Reality Digital Marketing Design Thinking

References

Accardi, S., et al. (2025). Static vs. immersive: A neuromarketing exploratory study of augmented reality on packaging labels. Behavioral Sciences, 15(9), 1241. https://doi.org/10.3390/bs15091241

Chiang, F.-K., Shang, X., & Qiao, L. (2022). Augmented reality in vocational training: A systematic review of research and applications. Computers in Human Behavior, 129, 107125. https://doi.org/10.1016/j.chb.2021.107125

He, X., et al. (2024). Teaching optimization of virtual reality and augmented reality in vocational education. International Journal (Advance online publication). https://doi.org/10.1177/14727978241297013

Nan, J. (2025). Application of augmented reality (AR) in English language teaching to enhance engagement and acquiring language. Proceedings of the 7th International Congress on Human-Computer Interaction, Optimization and Robotic Applications (ICHORA), 1–5. https://doi.org/10.1109/ICHORA65333.2025.11017009

Padmasari, A. C., Sutianah, C., & Prana, I. S. (2024). Pendampingan rebranding produk TEFA berbantuan augmented reality sebagai optimasi kompetensi technological pedagogical content knowledge (TPACK) guru SMKN 1 Majalaya. Jurnal Pendidikan Vokasi Raflesia, 4(2), 75–83. https://ejournal.polraf.ac.id/index.php/JPVR/article/view/511

Puja, I. B. P., Winatha, M. A., & Aryasih, P. A. (2025). Implementation of mobile Cre-Tourism Ver. 2 technology as interactive learning media at Tourism Polytechnic. Jurnal Ilmu Pendidikan, 31(1), 125–136. https://journal2.um.ac.id/index.php/jip/article/view/57993

Ranawijaya, A., Iryanti, E., & Ferdinanda. (2020). Application of augmented reality technology as alternative media for tourism promotion in Banyumas Regency. Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi), 4(2), 260–267. https://doi.org/10.29207/resti.v4i2.1653

Singh, V., Garg, V., & Soni, L. (2024). Exploring the stars: How augmented reality transforms the teaching of astronomic concepts in school. Proceedings of the IEEE International Conference for Women in Innovation, Technology & Entrepreneurship (ICWITE), 71–77. https://doi.org/10.1109/ICWITE59797.2024.10503216

Söderström, C. (2024). Augmented reality (AR) marketing and consumer responses: A study of cue-utilization and habituation. Journal of Business Research, 182, 114813. https://doi.org/10.1016/j.jbusres.2024.114813

Soni, P., & Tandan, G. (2024). Development of an augmented reality-based innovative teaching in education to enrich the engineering student experience. Proceedings of the International Conference on IoT, Communication and Automation Technology (ICICAT), 230–234. https://doi.org/10.1109/ICICAT62666.2024.10923463

Sung, E., Kim, H., & Choi, S. M. (2023). Augmented digital human vs. human agents in storytelling marketing: Exploratory electroencephalography and experimental studies. Psychology & Marketing, 40(12), 2507–2526. https://doi.org/10.1002/mar.21898

Turcios-Esquivel, A. M. L., Avilés-Rabanales, E. G., & Hernández-Rodriguez, F. (2024). Enhancing empathy and innovation in engineering education through design thinking and design of experiments. Proceedings of the IEEE Global Engineering Education Conference (EDUCON), 1–5. https://doi.org/10.1109/EDUCON60312.2024.10578618

Vashisht, S. (2024). Enhancing learning experiences through augmented reality and virtual reality in classrooms. Proceedings of the 2nd International Conference on Recent Advances in Information Technology for Sustainable Development (ICRAIS), 12–17. https://doi.org/10.1109/ICRAIS62903.2024.10811732

Yang, J., & Lin, Z. (2024). From screen to reality: How AR drives consumer engagement and purchase intention via telepresence in AR retail. Journal of Digital Economy, 3, 37–46. https://doi.org/10.1016/j.jdec.2024.07.001

Yekti, D. P., Rahayuningtyas, W., & Sayekti, P. (2024). Innovative art teaching with augmented reality: Validation and effectiveness of an AR-based embossing art module for vocational high schools. Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni, 19(2), 203–217. https://doi.org/10.33153/dewaruci.v19i2.6224

Author Biographies

Herman Thuan To Saurik, Institut Sains dan Teknologi Terpadu Surabaya

Author Origin : Indonesia

Kelvin, Institut Sains dan Teknologi Terpadu Surabaya

Author Origin : Indonesia

Sigit Firdaus Prayogi, Institut Sains dan Teknologi Terpadu Surabaya

Author Origin : Indonesia

Taufikur Rahman, SMKN 1 Sumenep

Author Origin : Indonesia

Downloads

Download data is not yet available.

How to Cite

Herman Thuan To Saurik, Kelvin, Sigit Firdaus Prayogi, & Taufikur Rahman. (2025). AUGMENTED REALITY LABELS FOR TEACHING FACTORY PRODUCT PRESENTATION IN A VOCATIONAL HIGH SCHOOL (MULTIMEDIA PROGRAM). Multidiciplinary Output Research For Actual and International Issue (MORFAI), 6(1), 234–244. https://doi.org/10.5281/zenodo.18492108

Similar Articles

<< < 6 7 8 9 10 11 12 13 14 15 > >> 

You may also start an advanced similarity search for this article.