Aplikasi Augmented Reality Magic Book Pengenalan Binatang Untuk Siswa TK

  • I Dewa Gede Wahya Dhiyatmika Jurusan Teknologi Informasi, Fakultas Teknik, Universitas Udayana
  • I Ketut Gede Darma Putra
  • Ni Made Ika Marini Mandenni

Abstract

Augmented Reality is a technology combining 2 or 3 dimensional virtual objects into a real 3 dimensional environment and projected real time. Children at 5 to 7 years old, are in their golden age where they are getting more sensitive to stimulus and easier on learning new things, that they are easier on receiving new and interesting things. So, it seems to be important for children at this age to learn about living creature around them, one of it is learning about animals. Media about animal introduction for kindergarten students, such as book with 2 dimensional animal form, seems like incapable yet to excite children on learning about animal species. This Augmented Reality Magic Book Animals Introduction Application for Kindergarten Students has been developed using Android base with marker that identified 3 dimensional animal objects, their voices, and the informations about the animals using Augmented Reality Technology. Augmented Reality technology makes animal introduction to children become easier and more interesting, this application shows 3 dimensional form of animals and their voices with more innovative interface using Smartphone.

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References

[1] Wahyudi, Andria Kusuma, Ferdiana Ridi, Hartanto Rudy. “ARca: Perancangan Buku Interaktif Augmented Reality pada Pengenalan dan Pembelajaran Candi Perambanan dengan Smartphone Berbasis Android”. Yogyakarta: Universitas Gajah Mada. 2013.
[2] Rizky Ardi. “Pembangunan Aplikasi Pengenalan Binatang untuk Anak Usia Dini Menggunakan Teknologi Augmented Reality”. Bandung: UNIKOM. 2013.
[3] Dewantara, Adi Yoga. “Pengembangan Aplikasi Augmented Reality Book Pengenalan Gerak Dasar Tari Bali”. Singaraja: Universitas Pendidikan Ganesha. 2013.
[4] Wirga, E.W., et al. “Pembuatan Aplikasi Augmented BookBerbasis Android Menggunakan Unity 3D”. Jakarta: Universitas Gunadarma.2012.
Published
2015-11-27
How to Cite
GEDE WAHYA DHIYATMIKA, I Dewa; PUTRA, I Ketut Gede Darma; MANDENNI, Ni Made Ika Marini. Aplikasi Augmented Reality Magic Book Pengenalan Binatang Untuk Siswa TK. Lontar Komputer : Jurnal Ilmiah Teknologi Informasi, [S.l.], p. 120-127, nov. 2015. ISSN 2541-5832. Available at: <https://ojs.unud.ac.id/index.php/lontar/article/view/16708>. Date accessed: 22 nov. 2024.
Section
Articles

Keywords

Binatang; Augmented Reality; Magic Book; Marker; Siswa TK