TY - GEN
T1 - AR-Child
T2 - 5th International Conference on Computing Engineering and Design, ICCED 2019
AU - Syahidi, Aulia Akhrian
AU - Tolle, Herman
AU - Supianto, Ahmad Afif
AU - Arai, Kohei
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/4
Y1 - 2019/4
N2 - The use of technology to improve the experience and teaching and learning process in the classroom has been promoted now. One of these technologies is Augmented Reality (AR). Users are in a virtual space while still having nuances in real life called AR. AR has been proven to offer several solutions in the context of education, namely increasing learning involvement and increasing understanding of some materials. This study proposes AR-assisted learning media with the method of 3D Based Tracking and audio Marker, which is used by preschool children to recognize animals and fruits in English alphabetically, then analyze, evaluate, and know the effects on their use. The Extreme Programming (XP) method is used as an application development method. Application testing is done by black box testing, testing variations between distance, angle, lighting, background, and font size of the marker, and AR-Child response time to the detection of markers by the camera for the appearance of virtual objects. Thirty preschool children aged 4-6 years were involved in using the AR-Child application and analyzing application testing on the attractiveness and fun elements of students with fun testing. The effect of using AR-Child is seen from the learning outcomes at the end of the second meeting.
AB - The use of technology to improve the experience and teaching and learning process in the classroom has been promoted now. One of these technologies is Augmented Reality (AR). Users are in a virtual space while still having nuances in real life called AR. AR has been proven to offer several solutions in the context of education, namely increasing learning involvement and increasing understanding of some materials. This study proposes AR-assisted learning media with the method of 3D Based Tracking and audio Marker, which is used by preschool children to recognize animals and fruits in English alphabetically, then analyze, evaluate, and know the effects on their use. The Extreme Programming (XP) method is used as an application development method. Application testing is done by black box testing, testing variations between distance, angle, lighting, background, and font size of the marker, and AR-Child response time to the detection of markers by the camera for the appearance of virtual objects. Thirty preschool children aged 4-6 years were involved in using the AR-Child application and analyzing application testing on the attractiveness and fun elements of students with fun testing. The effect of using AR-Child is seen from the learning outcomes at the end of the second meeting.
KW - augmented reality
KW - fun testing
KW - learning media
KW - preschool children
KW - smartphone
KW - technology-enhanced learning
UR - https://www.scopus.com/pages/publications/85091343732
U2 - 10.1109/ICCED46541.2019.9161094
DO - 10.1109/ICCED46541.2019.9161094
M3 - Conference contribution
AN - SCOPUS:85091343732
T3 - 5th International Conference on Computing Engineering and Design, ICCED 2019
BT - 5th International Conference on Computing Engineering and Design, ICCED 2019
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 11 April 2019 through 13 April 2019
ER -