3,345 research outputs found

    Design Guidelines for Augmented Reality Serious Games for Children

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    Implementation of Augmented Reality for Introduction To Android Based Mammalian Animals Using The Marker Based Tracking Method

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    Augmented Reality is a technology on 2-dimensional and 3-dimensional virtual objects that are combined into the real environment that is around us. With the ability of Augmented Reality that is able to change the atmosphere of children’s learning that can be used as a medium of learning in the introduction of mammals for kindergarten children. This AR can provide interesting facilities such as displaying 3-dimensional objects of these mammals along with animal sounds and animations using Smartphones, so that children can interact and be more creative in recognizing these mammals, because children experience their golden age at the age of 4 to 7 years which is a time when children begin to receive stimuli, so that children will be faster to receive and catch on learning from the introduction of these mammals by using Augmented Reality Technology. The results of testing on the Vuforia plugin and making the AR application on Unity can provide a good information result, where the use of AR can bring up mammalian objects by pointing the Smartphone at the marker, so that all mammals can be recognized properly. This shows that children’s interest around 85% in terms of UI/UX appearance, and 70% of children have no problems in running the Mammal Animal AR applicatio

    Musical peddy-paper: a collaborative learning activity suported by augmented reality

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    Gaming activities are an integral part of the human learning process, in particular for children. Game-based learning focuses on motivation and children's engagement towards learning. Educational game-based activities are becoming effective strategies to enhance the learning process. This paper presents an educational activity focusing to merge mobile computing devices and Augmented Reality, as a means to engage student in collaborative learning towards the Aesthetical Periods of Music History. The Musical Peddy-paper proposes student to use their mobile computing devices (smartphones/ tablets) to find eight stations scattered in a set location, and then use their music literacy skills to find the correct answer in each station. Collaborative work is required to find the stations and the answers to the clues. The musical Peddy-paper was developed mixing Geo-location and Augmented Reality concepts. Geo-location Points of Interest (POI’s) where set through Hoppala platform. Augmented Reality browsing and QRCode reading is supported by the LAYAR platform. In this paper, we introduce the concept of game-based activities as a tool to promote motivation and engagement towards learning, and fully explain the development process of the activity. We conclude this paper presenting the conclusions contemplating the use of this activity among a group of children from the 2nd Cycle of Basic Education in Basic School Maria Manuela de Sá, Matosinhos – Portugal.info:eu-repo/semantics/publishedVersio

    Permainan Augmented Reality dalam Mendukung Pembelajaran Anak Tentang Binatang pada Perangkat IOS

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    Kebun binatang adalah tempat untuk menampung beragam jenis binatang yang dapat kita lihat langsung dan juga tempat wisata yang tepat untuk keluarga, apalagi bersama anak-anak. Mereka dapat belajar banyak tentang binatang. Namun waktu bisa jadi kendala bagi orang tua karena tidak sempat membawa anak mereka pergi kesana, sehingga belum ada kesempatan bagi anak-anak untuk mengenal lebih tentang binatang. Augmented reality merupakan salah satu solusi untuk mengatasi masalah tersebut. Pembelajaran tentang binatang akan ditampilkan dalam bentuk realitas augmentasi. Lingkungan, binatang, objek, dan keadaan yang mendukung proses pembelajaran akan diubah ke dalam bentuk 3 dimensi yang menyerupai aslinya. Tugas akhir ini bertujuan untuk membuat sebuah permainan Augmented reality pembelajaran anak-anak tentang binatang. Pengujian dilakukan dengan bantuan marker sebagai penempatan objek tiga dimensi dan suara yang berupa pertanyaan. Pengguna menyelesaikan beberapa skenario pembelajaran seperti menghitung, mencari, dan memilih binatang dengan menggunakan iPad. Pengukuran hasil uji dibantu dengan kuesioner untuk menilai tingkat kepuasan dalam proses pembelajaran

    GAME REHUNTER ARJUNAWIWAHA BERBASIS AUGMENTED REALITY

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    Abstrak. Arjunawiwaha merupakan karya sastra cerita wayang. Seni dari pertunjukan wayang mulai sepi peminat diera modern. Permainan ReHunter Arjunawiwaha dibuat berdasarkan cerita wayang arjunawiwaha dengan konsep modern berupa permainan elektronik sebagai media untuk menggambarkan cerita wayang arjunawiwaha. Permainan ReHunter Arjunawiwaha menggunakan sudut pandang first person shooter dengan pemain yang digambarkan sebagai arjuna  dan tampilan layar seperti sudut pandang orang pertama yaitu arjuna dan menggunakan teknologi Augmented Reality yang terpasang pada perangkat smartphone dengan sistem operasi Android. Aplikasi dibuat dengan engine Unity3D sebagai program utama untuk membuat permainan dan Vuforia SDK untuk Augmented Reality dengan bahasa C#. Augmented Reality yang digunakan menggunakan marker berupa gambar yang diperlukan untuk memulai permainan. Permainan bersifat tanpa akhir atau endless dengan tingkat kesulitan yang terus bertambah seiring bertambahnya score pada permainan. Proses pengujian dilakukan dua kali dengan cara blackbox testing dan beta testing. Blackbox testing berjalan dilakukan dengan menjalankan seluruh fungsi yang ada dalam permainan. Setelah melakukan pengujian blackbox testing mendapatkan hasil sukses pada seluruh percobaan. Beta testing dilakukan dua kali dengan mengambil 15 responden orang awam dan dengan 1 orang ahli dari studio maulidan games. Hasil dari beta testing dari 15 responden mendapatkan nilai rata rata hasil 3,788 dengan interpretasi puas dan dari ahli mendapatkan 3,4 dengan interpretasi puas sehingga keduanya memiliki rata rata tingkat kepuasan yang sama. Kata Kunci: Augmented Reality, Game, Arjunawiwaha, Android, Unity3DDOI : https://doi.org/10.33005/scan.v13i2.115

    Playful learning with sound-augmented toys: a comparison between children with and without visual impairments.

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    Sound-augmented toys producing factual knowledge were thought to encourage incidental, playful learning in children with visual impairments (VIs). A group of15 children with VIs and 22 sighted controls played with a sound-augmented savannah landscape and listened to an informative story in a counterbalanced order. Children's knowledge about savannah animals was assessed at baseline and after each condition in order to quantitatively compare knowledge gains between conditions.Results indicated that children with VIs gained more knowledge than sighted controls from playing with the sound-augmented toy. Furthermore, offering both the augmented toy and the informative story led to higher knowledge gains than a single medium, especially in children with VIs. Sound-augmented toys could therefore be a useful addition to the current curriculum in special education for children with VIs
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