An innovative augmented reality educational platform using Gamification to enhance lifelong learning and cultural education

Author(s):  
Chantzi Athanasia Eleftheria ◽  
Plessa Charikleia ◽  
Chatziparadeisis Gkanas Iason ◽  
Tsakalidis Athanasios ◽  
Tsolis Dimitrios
Bakti Budaya ◽  
2021 ◽  
Vol 4 (2) ◽  
pp. 143-151
Author(s):  
Shinta Puspasari ◽  
M.I. Herdiansyah

The program carried out to introduce the existence and use of AR technology-based applications for the Palembang cultural education media at the Sultan Mahmud Badaruddin II Museum which was effectively used during the Covid-19 pandemic. During the pandemic, the SMB II museum was closed to the public. The Program consisted of application socialization and application testing carried out with the target of the public society, namely visitors to the SMB II Museum and the Educational environment such a campus for wider dissemination among Millennials. After being implemented, it was found that the activity was effective for increasing public knowledge and understanding about the existence and usefulness of the AR Museum SMB II application. Hopefully, with the support of the Palembang City Culture Department, the application can be widely used by the public society and support the role of the SMB II museum in Palembang cultural education to maintain the resilience and preservation of regional culture especially in Palembang. ===== Kegiatan pengabdian kepada masyarakat yang dilakukan dengan tujuan untuk memperkenalkan keberadaan dan kegunaan aplikasi berbasis teknologi augmented reality untuk media edukasi budaya Palembang di Museum Sultan Mahmud Badaruddin II yang efektif dimanfaatkan pada saat pandemic Covid -19. Pada masa pandemi museum SMB II ditutup untuk umum.  Agenda kegiatan terdiri dari sosialisasi aplikasi dan pengujian aplikasi yang dilaksanakan dengan sasaran masyarakat umum, yaitu pengunjung Museum SMB II dan lingkungan kampus untuk penyebaran yang lebih luas di kalangan generasi Milenial. Setelah dilaksanakan diperoleh hasil bahwa kegiatan tersebut efektif meningkatkan pengetahuan dan pemahaman masyarakat tentang keberadaan dan kegunaan aplikasi AR Museum SMB II. Dengan dukungan dari Dinas Kebudayaan Kota Palembang, diiharapkan aplikasi AR dapat dimanfaatkan secara luas oleh masyarakat serta mendukung peran museum SMB II khususnya dalam pendidikan budaya Palembang sehingga dapat menjaga ketahanan dan kelestarian budaya daerah khususnya Palembang.


2020 ◽  
Vol 4 ◽  
pp. 00002
Author(s):  
Assajie Satyananda ◽  
R. Krismono ◽  
T. W. Yudialim

Candi is one of the most important cultural heritage which contains a lot of important values for Indonesian peoples. Those important values are being stated in many relief carvings on the Candi’s walls. These relief carvings reflect the values of life that should be applied by mankind. Moreover, relief carvings also reflect Indonesian national history and cultures which is a reflection of the nation’s identity and character. This research intends to design an application named Nirbana. Nirbana utilizes Unity Program as an image, audio, and texts processing software, Vuforia Program as an Augmented Reality processor for smartphones, and Augmented Reality technology as an output media in the form of visual graphics, this entire unit is incorporated into a system called Relief Identification System (SIRel). This application is expected to be a solution for the problems experienced by Indonesian people who have difficulty in accessing information about relief carvings in Candis. Nirbana is expected to be a prototype for every cultural heritage management in an effort to exploit the potency of technology for the benefit of Indonesian cultural education. Moreover, this program is targeted to become a medium to socialize and instill Indonesian noble values to the present and future generations. 


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

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