The Implementation of Augmented Reality as Learning Media in Introducing Animals for Early Childhood Education

Author(s):  
Esron Rikardo Nainggolan ◽  
Hasta Herlan Asymar ◽  
Aloysius Rangga Aditya Nalendra ◽  
Anton ◽  
Fajar Sulaeman ◽  
...  
Author(s):  
Amaia Aguirregoitia Martinez ◽  
Inigo Allende Lopez ◽  
Jorge R. Lopez Benito ◽  
Enara Artetxe Gonzalez

2021 ◽  
Vol 6 (1) ◽  
pp. 8-14
Author(s):  
Noer Azizah Rosita Dewi Suwoto

Sustainable Development Goals (SDGs) is a continuation of the Melenial Development Goals (MDGs) as joint development ambitions in the period of 2015 to 2030. Sustainable Development Goals (SDGs) have 17 development goals with 169 targets, one of which is to ensure the quality of education inclusive and equitable for all levels. Quality education in this case is intended to ensure that all children, both girls and boys, can complete quality basic education and lead to relevant and effective education.Improving the quality of education carried out by the government aims to prepare alpha generations so that they can compete with other countries in the future. The preparation starts from early childhood education which is taken by children aged 0-6 years who tend to think in a concrete way. The need for learning media to explain something abstract and can be understood by early childhood. Therefore interesting media is highly recommended as an alternative in learning. However, in the era of the industrial revolution 4.0 has not been optimally entered into all fields including education. In this decade there emerged technological development innovations that could be used in education, especially for the Early Childhood Education. Augmented Reality is a technology that has been developed by Programmers to improve the quality of Indonesian education. Seeing the problems and opportunities that are being experienced by the development of education in Indonesia, through the technology of Augmented Reality developed an application called the Pengenalan Buah dan Binatang that can be used as a medium of learning that involves and trains the senses in early childhood. According to research conducted by the British Audio Visual Association shows that 75% of people obtain information from visual, 13% from hearing audio, 6% from touch and touch, and 6% from kiss/tongue. It also needs support and cooperation between children, parents and the community to foster cooperation in the face of the Industrial Revolution 4.0 era.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-5
Author(s):  
Remuz Kmurawak ◽  
Diana Setyaningsih

Learning media for young children is a tool used to introduce the theme as teaching materials or what is often called the curriculum for early childhood. The more sense tools are involved in the learning process, the more likely the child understands the information presented by the teacher. Recently, learning media still uses face to face methods or books. Meanwhile, early childhood is easily bored and more interested in new things. This research aims to develop a Learning media that used to introduce animals using Augmented Reality (AR) so that children can know the environment and food needed by the introduced animal. 83% of teachers and 91% of students enjoy using the application in animal recognition. KEYWORDS    Learning Media, Animal Recognition, Augmented Reality, Mobile Phone


2021 ◽  
pp. 49-60
Author(s):  
Cristóbal Jesús Herrera Munzón ◽  
Carlos Hervás-Gómez ◽  
Pedro Román-Graván ◽  
María Dolores Díaz-Noguera

Magister ◽  
2020 ◽  
Vol 31 (2) ◽  
pp. 1
Author(s):  
María del Rosario Neira-Piñeiro ◽  
María Esther Del Moral ◽  
Inés Fombella-Coto

La apuesta por una educación inmersiva exige crear escenarios multisensoriales e interactivos, combinando elementos reales con virtuales, que propicien el uso de tecnologías emergentes e inviten a la realización de tareas enriquecedoras. Este estudio pretende determinar la potencialidad de una propuesta didáctica –dirigida a Educación Infantil– para propiciar un aprendizaje inmersivo que impulse las inteligencias múltiples. Se adopta una metodología cualitativa, centrada en el estudio de caso único de tipo holístico con carácter descriptivo. Se analiza tanto el entorno físico creado –inspirado en un álbum y enriquecido con realidad aumentada (RA)–, como el conjunto de actividades integradas en la propuesta. Por un lado, se examina el poder inmersivo y la capacidad interactiva del entorno y sus componentes y, por otro, su capacidad para involucrar a los sujetos en la ejecución de tareas prácticas –inspiradas en el learning by doing–, inferida a partir del nivel de implicación cognitiva requerido y las inteligencias activadas. Los resultados subrayan el carácter inmersivo del entorno, logrado gracias a la estimulación multisensorial y la interacción promovida. Asimismo, el potencial de la propuesta radica en su capacidad para activar todas las inteligencias, estimulando habilidades cognitivas de diferentes niveles, mediante actividades con y sin RA.


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