利用增强现实的抽认卡学习幼儿园学生的日常祈祷

W. Hidayat, Hilga Damayanti, Luthfiah Setya Pratiwi, T. A. Sutikno, S. Patmanthara
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引用次数: 3

摘要

祈祷学习是提高儿童早期记忆能力的最大贡献者之一。幼儿园学生的祈祷学习仍然是单调乏味的。特别是在covid -19大流行期间,学生无法与同学一起记忆。因此,需要一种能够帮助学生学习和记忆的有趣的学习媒体。利用增强现实(AR)为基础的闪存卡图像开发日常祈祷学习媒体的目的是让幼儿园学生更容易地学习更有趣和互动的祈祷。flash卡是一种AR标记,可以通过应用程序扫描,并显示每日祈祷学习的视频和3D动画。这样,学生就会对交互式多媒体辅助更感兴趣。媒体开发采用瀑布法进行,在此之前对试验应用进行需求分析。媒介测试采用个体测试的方式,采用问卷调查法,从软件工程和视觉传达两个方面进行测试。总体而言,媒体开发符合用户需求,可以在Android智能手机平台上运行良好。根据媒体专家的验证结果,该媒体被宣布有效,软件工程方面和视觉传达方面的价值为86%。未来,将进行大规模试验,以确定使用该媒体学习实施的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fun Learning with Flashcard using Augmented Reality for Learning Daily Prayers of Kindergarten Students
Prayer learning is one of the biggest contributors to improving early childhood memorization skills. Prayer learning for kindergarten students is still monotonous and unattractive. Especially during the C-19 pandemic, students cannot memorize together with their classmates. Therefore, there is a need for learning media that can help students to learn and memorize with fun and interesting. The purpose of developing daily prayer learning media by utilizing Augmented Reality (AR) based flash card images is to make it easier for kindergarten students to learn more interesting and interactive prayers. The flash card is an AR marker that can be scanned through the application and brings up videos and 3D animations of daily prayer learning. That way, students become more interested in having interactive multimedia assistance. Media development is carried out with the waterfall method, which is preceded by the need analysis to trials application. Media testing was carried out by individual testing using a questionnaire with two aspects, namely software engineering aspects and visual communication aspects. Overall, media development is in accordance with user needs and can run well on the Android smartphone platform. Based on the results of the media expert’s validation, this media was declared valid with a value of the software engineering aspect and the visual communication aspect of 86%. In the future, a large-scale trial will be conducted to determine the effectiveness of the learning implementation using this media.
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