Jurnal Ilmu Siber dan Teknologi Digital https://penerbitgoodwood.com/index.php/jisted <p align="justify">SINTA 5 | Jurnal Ilmu Siber dan Teknologi Digital (JISTED) is a national, open-access and peer-reviewed journal welcoming high-quality manuscripts of original articles, reports and literature reviews in the field of software engineering and information technology. Jurnal Ilmu Siber dan Teknologi Digital (JISTED) aims to mediate the fresh ideas of researchers and practitioners to accelerate technology and cyber development.</p> Penerbit Goodwood en-US Jurnal Ilmu Siber dan Teknologi Digital 2986-7312 <p>Authors who publish with this journal agree to the following terms:</p> <ol> <li class="show">Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a <a href="http://creativecommons.org/licenses/by-sa/4.0/" target="_blank" rel="noopener">Creative Commons Attribution License (CC BY-SA 4.0)</a> that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.</li> <li class="show">Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.</li> <li class="show">Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.</li> </ol> Pengembangan Media Pengenalan Produk UMKM Makanan Khas Tegal Berbasis Augmented Reality https://penerbitgoodwood.com/index.php/jisted/article/view/5094 <p><strong>Purpose: </strong>This study aimed to develop an interactive and accessible Augmented Reality (AR)-based media to introduce traditional culinary products from Tegal, which remain relatively unknown among the people in Surabaya.</p> <p><strong>Methodology/approach: </strong>To carry out this study, the Multimedia Development Life Cycle (MDLC) model was utilized. The resulting system is a web-based Augmented Reality application that uses marker-based tracking to visualize 3D models of traditional foods from Tegal. The 3D visual elements were designed using the Blender application.</p> <p><strong>Results/findings: </strong>The system effectively introduced new information to all respondents, especially those who were previously unfamiliar with Tegal's traditional cuisine. Usability testing showed a System Usability Scale (SUS) score of 77.08, indicating that the system was well received and suitable for use.</p> <p><strong>Conlusion</strong>: The developed system is considered effective and engaging as a medium for introducing local culinary heritage to a broader audience.</p> <p><strong>Limitations: </strong>The system depends on marker-based AR, which requires physical markers and may limit its flexibility.</p> <p><strong>Contribution: </strong>This study contributes to cultural preservation and educational media by providing a digital platform for introducing regional culinary heritage, especially for local governments, the tourism sector, and educational institutions.</p> Diaz Ananda Priyanto Aidil Primasetya Armin Copyright (c) 2025 Diaz Ananda Priyanto, Aidil Primasetya Armin https://creativecommons.org/licenses/by-sa/4.0 2025-08-06 2025-08-06 3 2 111 130 10.35912/jisted.v3i2.5094 Pengembangan Aplikasi Pembelajaran Literasi Dasar Siswa Kelas 1 SD Berbasis 2D https://penerbitgoodwood.com/index.php/jisted/article/view/5100 <p><strong>Purpose: </strong>This study aimed to design and develop a multimedia-based 2D application to improve basic literacy skills for first-grade elementary school students.</p> <p><strong>Methodology/approach: </strong>The application, named Petualangan Literasi, was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collection, assembly, testing, and distribution. The research was conducted at SDN Ngingasrembyong using the Unity and C# programming languages.</p> <p><strong>Results/findings: </strong>The results showed that the application effectively improved students’ literacy performance. Of the 25 students, five achieved maximum scores, and the majority showed increased performance compared to conventional methods.</p> <p><strong>Conclutions</strong>: The study concludes that the 2D multimedia-based application Petualangan Literasi, developed using the MDLC method, is effective in enhancing basic literacy skills among first-grade elementary school students. It provides an engaging, interactive alternative to conventional learning methods, increasing students’ motivation and performance in early literacy education.</p> <p><strong>Limitations: </strong>The study was limited to material from Chapter 1 of the 2021 Bahasa Indonesia curriculum and tested on a small sample of first-grade students.</p> <p><strong>Contribution: </strong>This research contributes to the field of educational technology by offering an interactive solution for early literacy learning through game-based multimedia applications tailored to young learners.</p> Ali Wardana Aidil Primasetya Armin Copyright (c) 2025 Ali Wardana, Aidil Primasetya Armin https://creativecommons.org/licenses/by-sa/4.0 2025-05-07 2025-05-07 3 2 131 151 10.35912/jisted.v3i2.5100