Pengembangan Virtual Reality Pengenalan Binatang Buas Untuk Anak Usia Dini

(Studi Kasus: TK Negeri Pembina Singaraja)

  • I Made Ardwi Pradnyana Universitas Pendidikan Ganesha
  • I Ketut Resika Arthana Universitas Pendidikan Ganesha
  • I Gusti Bagus Hari Sastrawan Universitas Pendidikan Ganesha

Abstract

Submission of learning materials with animal themes, especially wild animals to early childhood becomes a challenge for teachers. Two-dimensional displacement media in the form of a monotonous image has the potential to decrease interest in children's learning. Bringing wild animals directly or bringing the children to the zoo requires considerable cost and time and harm. Based on these problems, the authors develop android-based applications that contain fourteen species of wild animals in 3D format that is packed with Virtual Reality (VR) technology. The authors develop applications using development research methods with the ADDIE model. The developed VR application is capable of displaying wild animal animations complete with the sounds and environment of the habitat, as well as the description narrative features and food that can be viewed in 3D and VR modes. The test results showed that the application received a positive response from users, especially children in TK Negeri Pembina Singaraja. The average percentage for the user response test is 88.50%, which means it is very good where children can know the types of wild animals, the movements of wild animals, the sounds of wild animals, the habitats of wild animals and can use them easily. 

Downloads

Download data is not yet available.

References

[1] I. D. G. W. Dhiyatmika, I. K. G. D. Putra, and N. M. I. M. Mandenni, “Aplikasi Augmented Reality Magic Book Pengenalan Binatang untuk Siswa TK,” Lontar Komputer: Jurnal Ilmiah Teknologi Informasi, vol. 6, no. 2, pp. 120–127, 2015.
[2] R. Indriani, B. Sugiarto, and A. Purwanto, “Pembuatan Augmented Reality Tentang Pengenalan Hewan Untuk Anak Usia Dini Berbasis Android Menggunakan Metode Image Tracking,” Seminar Nasional Teknologi Informatika dan Multimedia 2016, pp. 6–7, 2016.
[3] N. Saurina, “Pengembangan Media Pembelajaran Untuk Anak Usia Dini Menggunakan Augmented Reality,” Jurnal IPTEK, vol. 20, pp. 95–108, 2016.
[4] N. Nuriana, “Pengenalan Hewan Menggunakan Augmented Reality Sebagai Media Pembelajaran,” Jurnal TIKA, vol. 1, pp. 28–33, 2016.
[5] A. Apriansyah, D. M. Anugraha, G. Prakoso, K. N. Erdiham, and R. Priyana, “Aplikasi Pengenalan Hewan dengan Teknologi Marker Less Augmented Reality Berbasis Android,” DoubleClick: Journal of Computer and Information Technology, vol. 1, no. 1, pp. 1–5, 2017.
[6] J. Irfansyah, “Media Pembelajaran Pengenalan Hewan Untuk Siswa Sekolah Dasar Menggunakan Augmented Reality Berbasis Android,” Journal of Information Engineering and Educational Technology, vol. 1, pp. 9–17, 2017.
[7] D. Atmajaya, “Implementasi Augmented Reality Untuk Pembelajaran Interaktif,” Ilkom Jurnal Ilmiah, vol. 9, pp. 227–232, 2017.
[8] M. Sidiq, T. Lanker, and K. Makhdoomi, “Augmented Reality vs Virtual Reality,” International Jounal of Computer Science and Mobile Computing, vol. 6, no. 6, pp. 324–327, 2017.
[9] S. Kulkarni and N. Takawale, “Comparative Study of Augmented Reality and Virtual Reality,” International Journal of Innovative Research in Computer and Communication Engineering, vol. 4, no. 11, 2016.
[10] S. R. Chavan, “Augmented Reality vs . Virtual Reality : What are the differences and similarities ?,” Int. J. Adv. Res. Comput. Eng. Technol., vol. 5, no. 6, pp. 1–6, 2016.
[11] I. K. R. Arthana, I. M. Putrama, H. B. Santoso, and Z. A. Hasibuan, “Prototype Development of Garsupati : A Single Access to Open Educational Resources,” in Advances in Social Science, Education and Humanities Research - Atlantis Press, 2017, vol. 134, pp. 244–249.
[12] G. Muruganantham, “Developing of E-content package by using ADDIE model,” Int. J. Appl. Res., vol. 1, no. 3, pp. 52–54, 2015.
[13] M. Vafadar, “Virtual Reality : Opportunities and Challenges,” Int. J. Mod. Eng. Res., vol. 3, no. 2, pp. 1139–1145, 2013.
[14] A. Modi, A. Jaiswal, and P. Jain, “Study Paper On Education Using Virtual Reality,” Int. J. Eng. Sci. Res. Technol., vol. 5, no. 3, pp. 911–916, 2016.
Published
2017-12-05
How to Cite
PRADNYANA, I Made Ardwi; ARTHANA, I Ketut Resika; SASTRAWAN, I Gusti Bagus Hari. Pengembangan Virtual Reality Pengenalan Binatang Buas Untuk Anak Usia Dini. Lontar Komputer : Jurnal Ilmiah Teknologi Informasi, [S.l.], p. 188-199, dec. 2017. ISSN 2541-5832. Available at: <https://ojs.unud.ac.id/index.php/lontar/article/view/32737>. Date accessed: 14 may 2024. doi: https://doi.org/10.24843/LKJITI.2017.v08.i03.p05.
Section
Articles