Prawita Wening, 15.11.0188 (2019) PENERAPAN AUGMENTED REALITY UNTUK MENGENALKAN KEBUDAYAAN INDONESIA DENGAN MENGGUNAKAN MARKER BUKU (Study kasus: SMP Negeri 1 Sumbang). Other thesis, Universitas Amikom Purwokerto.
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Abstract
Learning media turns out to always follow the development of existing technologies, ranging from print technology, audio visual, computers to the combined technology of print technology with computers. Currently learning media of the result the combine technology print and the technology computer can be realized with the technology of Augmented Reality (AR). Following environmental conditions in the real world that can be applied to mobile devices. The implementation who used Augmented Reality technology uses book media in which there are markers for scans, from the scan process using a smartphone there will appear 3 dimensions of the traditional house along with an explanation of the traditional house. The learning media to introduce the traditional houses at this time is very monotonous, namely a book that exposes 2-dimensional texts and images that make students feel bored in learning the material and will experience obstacles in remembering each traditional house from a province in Indonesia. Using Augmented Reality that is able to realize the virtual world into the real world, it can transform these objects into 3-dimensional objects, so the learning method is not monotonous and students are encouraged to know about the shape 30 traditional houses, such as knowing the form of traditional houses and information from each of the traditional houses when scanned using a smartphone. The purpose of this study is to make traditional house book markers that are applied to Augmented Reality for learning media to introduce traditional houses in Indonesia. This research uses the development of the ADDIE system. The researcher conduct tested the level of delivery of messages on the introduction of traditional houses that had been made using a questionnaire that had been distributed to students of Junior high school country 1 Sumbang in the VIIA class and had responded to 32 respondents with the final results that the message delivery abaout level of introduction to traditional house has a good quality. The results of this study are learning media using the application of Augmented Reality using effective book markers to introduce Indonesian culture to students.
Item Type: | Thesis (Other) |
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Additional Information: | Dosen Pembimbing: Dhanar Intan Surya Saputra, M.Kom. |
Uncontrolled Keywords: | ADDIE, Augmented Reality, Culture, Markers, Learning Media, Traditional Houses. |
Subjects: | G Geography. Anthropology. Recreation > G Geography (General) G Geography. Anthropology. Recreation > GN Anthropology N Fine Arts > N Visual arts (General) For photography, see TR T Technology > T Technology (General) |
Depositing User: | UPT Perpustakaan Pusat Universitas Amikom Purwokerto |
Date Deposited: | 07 Sep 2020 04:01 |
Last Modified: | 07 Sep 2020 04:01 |
URI: | https://eprints.amikompurwokerto.ac.id/id/eprint/132 |