Penerapan Augmented Reality Dengan Metode Marked Based Tracking Sebagai Alternatif Media Pembelajaran Bahasa Inggris Pada Anak Usia Dini

Dyah Monika, Ismawanti (2022) Penerapan Augmented Reality Dengan Metode Marked Based Tracking Sebagai Alternatif Media Pembelajaran Bahasa Inggris Pada Anak Usia Dini. Undergraduate Thesis thesis, Institut Teknologi Telkom Purwokerto.

[img] Text
Cover.pdf

Download (350kB)
[img] Text
Abstract.pdf

Download (11kB)
[img] Text
Abstrak.pdf

Download (11kB)
[img] Text
BAB I.pdf

Download (122kB)
[img] Text
BAB II.pdf

Download (275kB)
[img] Text
BAB III.pdf

Download (264kB)
[img] Text
BAB IV.pdf
Restricted to Registered users only

Download (1MB) | Request a copy
[img] Text
BAB V.pdf

Download (80kB)
[img] Text
Daftar Pustaka.pdf

Download (108kB)
[img] Text
Lampiran.pdf
Restricted to Registered users only

Download (2MB) | Request a copy

Abstract

Learning media is a means of delivering subject matter that can channel messages, stimulate thoughts and feelings, and a person's willingness to learn. Through interactive learning media, it is possible for students to be more interested and easy to accept the material being studied. This is where the need for education from an early age, which is based on Law Number 20 of 2003 concerning the National Education System, states that early childhood education is one of the coaching efforts aimed at children from birth to 6 years. Knowledge of English is very important for children to be ready to face the current era. Awareness of the importance of mastering foreign languages, especially English in the current information age, has led to efforts to learn these languages from an early age. Therefore, this study aims to provide an alternative solution in early childhood learning media using marker based augmented reality technology. Making this application using Unity and Vuforia. This method utilizes the function of a marker as a medium whose role is to display virtual objects, the marker will later be recognized by an application through a camera device. Development for this software uses the Waterfall method. By utilizing AR technology supported by animation, images and sounds can attract children's interest in learning. The tests carried out are black box testing and pre-test and post-test. The results of the black box testing that have been carried out by the correspondent show the result that the percentage figure is 100% which can be concluded that all features can run well based on their function. The results obtained during the pre-test got an average of 48 while the post-test results increased by getting an average of 97.5 which indicates that the alternative application of English learning media is fun and very suitable for use by users as an effective and efficient learning medium. Keywords : Agumented reality, Bahasa Inggris, Black Box Testing, Marker Based Augmented Reality, Media Pembelajaran, Unity, Vuforia, Waterfall.

Item Type: Thesis (Undergraduate Thesis)
Subjects: T Technology > T Technology (General)
Divisions: Faculty of Informatics > Informatics Engineering
Depositing User: pustakawan ittp
Date Deposited: 11 Jul 2022 03:52
Last Modified: 11 Jul 2022 03:52
URI: http://repository.ittelkom-pwt.ac.id/id/eprint/7418

Actions (login required)

View Item View Item