IMPLEMENTASI AUGMENTED REALITY PADA PERMAINAN ULAR TANGGA SEBAGAI MEDIA PEMBELAJARAN PRAMUKA BERBASIS ANDROID (Studi Kasus: Kwartir Cabang Kabupaten Purbalingga)

Yuliawan, Cahya Giwangkara (2021) IMPLEMENTASI AUGMENTED REALITY PADA PERMAINAN ULAR TANGGA SEBAGAI MEDIA PEMBELAJARAN PRAMUKA BERBASIS ANDROID (Studi Kasus: Kwartir Cabang Kabupaten Purbalingga). Other thesis, Universitas Amikom Purwokerto.

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Abstract

The purpose of the scout movement is to train the younger generation to maximize their potential intellectually, spiritually, socially and physically. Skills can be obtained by taking the SKU (General Skills Requirements), SKK (Special Skills Requirements), SPG (Garuda Scout Requirements) and other skills. However, currently the completion of SKU and SKK that occurs in the field still feels monotonous and still not appropriate. For this reason, the authors develop scout learning media in completing SKU, SKK, and SPG using augmented reality-based snake and ladder games. The method used in this research is MDLC (Multimedia Development Life Cycle) which consists of six stages, namely Concept (Conception), Design (Design), Material Collection (Material Collection), Assembly (Manufacture), Testing (Testing), and Distribution (Distribution). The results of this study were 73.2% of the 30 scout members agreed with the augmented reality-based snake and ladder game as a medium for practicing Scouts' SKU questions in completing SKU, SKK, and SPG in an interesting and fun way.
Item Type: Thesis (Other)
Additional Information: Dosen pembimbing: Desty Rakhmawati, S.Si., M.Sc. dan Luzi Dwi Oktaviana, S.Kom., M.MSI.
Uncontrolled Keywords: Augmented Rality, MDLC, Pramuka
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > Informatika
Depositing User: UPT Perpustakaan Pusat Universitas Amikom Purwokerto
Date Deposited: 15 Jul 2022 04:01
Last Modified: 15 Jul 2022 04:01
URI: https://eprints.amikompurwokerto.ac.id/id/eprint/1314

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