PENERAPAN AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN WAYANG KULIT UNTUK SISWA SEKOLAH DASAR

Novian Adi Prasetyo, Syahliana Iqbal Nurhidayat, Cepi Ramdani
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Abstract

Leather puppets represent a part of Javanese culture owned by the Javanese community that deserves to be preserved. The leather puppet module began to be introduced to third grade elementary school students. Leather puppet is one of the basic competencies that is poorly understood by the majority of students because it is considered not easy to learn from its name or form. Therefore, to overcome the above problems, an educational innovation is needed by utilizing augmented reality technology. With this application, it is hoped that students can be helped in mastering the leather puppet character module in Javanese language lessons. The leather puppet education application is made by utilizing the MDLC (Multimedia Development Life Cycle) method with augmented reality development is marker based tracking. The output of this application is that the application will show a video on the smartphone screen containing an educational module for introducing leather puppet characters. In the black box test results get a percentage of 96.7%, camera distance testing gets 64% results, camera angle testing gets 80% results, light intensity testing gets 100% results. On the results of usability testing, the kawanda
应用增强现实技术作为小学生学习皮影戏的媒体
皮木偶是爪哇社区拥有的爪哇文化的一部分,值得保护。皮偶模块开始向小学三年级学生介绍。皮影戏是学生的基本能力之一,但大多数学生对皮影戏知之甚少,因为从皮影戏的名称和形式来看,学生认为皮影戏并不容易学习。因此,为了克服上述问题,需要利用增强现实技术进行教育创新。通过该应用程序,希望可以帮助学生掌握爪哇语课程中的皮偶字模块。皮偶教育应用是利用 MDLC(多媒体开发生命周期)方法和基于标记跟踪的增强现实开发技术制作的。该应用程序的输出结果是,应用程序将在智能手机屏幕上显示一段视频,其中包含介绍皮偶角色的教育模块。黑盒测试结果为 96.7%,摄像头距离测试结果为 64%,摄像头角度测试结果为 80%,光照强度测试结果为 100%。在可用性测试结果中,川大
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