scholarly journals Augmented Reality (AR) Sandbox: 3-Dimensional Media to Learn Topographic Maps

2018 ◽  
Vol 7 (4.7) ◽  
pp. 468
Author(s):  
Dian Septi Nur Afifah ◽  
Muhammad Ilman Nafi’an ◽  
Tri Linggo Wati ◽  
Novia Ariyanti ◽  
Sutopo . ◽  
...  

This research focuses on the literature on the introduction of learning media or apparatus that can introduce topographic maps through augmented reality sandbox in 3-dimensional form. The study presents a specific AR system called Augmented Reality (AR) Sandbox. Data analysis through source triangulation techniques. By validating media feasibility, the AR sandbox is classified as a good learning device when used in learning topographic maps or learning to recognize the shape of the earth's face. However, based on the review literature in these two literature, it has not provided much or less complete references because of the limitations of device development. By using this media, students can distinguish how the shape of the highlands and lowlands, or know the conditions in the ocean to the sea trench. 

2018 ◽  
Vol 14 (4) ◽  
pp. 389-394 ◽  
Author(s):  
Mary Evans ◽  
Bridget Fleming ◽  
Gillian Drennan

Research has shown that students have difficulties in understanding topographic maps and landforms associated with contour patterns and therefore have problems in reading and interpreting topographic maps and relating these 2-dimensional representa-tions to a real 3-dimensional environment. However, maps are a fundamental tool for understanding geographical concepts and solving geographical problems. Current research indicates that this is not uniquely a South African problem and various at-tempts have been made to address this problem such as the use of videos, models and fieldtrips – each with their own limita-tions and difficulties. Nevertheless, the ability to visualize in 3-dimensions from a 2-dimensional representation is an essential skill in understanding and interpreting topographical maps. To address the problem of 3-D visualisation, an augmented reality sandbox (AR-Sandbox) was introduced to a Geography classroom, to Grade 11 students at a Secondary school in Johannes-burg, South Africa. The aim of this study is to determine the effectiveness of using the AR-Sandbox to enhance the learning of – and improve the learner's performance – in mapwork, and thereby address the problems experienced with 3-D visualisation. The results of the pre-test and post-intervention test are presented and show that the AR-Sandbox is an effective tool for en-hancing an understanding of landscapes rather an improving performance in the construction of cross-sectional profiles.


2018 ◽  
Vol 2 (1) ◽  
pp. 1-9
Author(s):  
Fauzia Mawaddah ◽  
Rahmawati Darussyamsu ◽  
Helendra Helendra

Factors influencing the success of a learning can come from both internal and external. Learners tend to have concerns in implementing learning to achieve good learning outcomes, so learners want to increase learning outside the school. Today, there are a lot of learning counseling institutions that are developing in various regions in Indonesia. This leads to a lot of interest of learners to follow the guidance of learning outside school. The purpose of this study is to see the contribution of tutoring outside school to the learning outcomes of learners who follow the guidance of learning outside the school on the subjects of biology class XI Science SMAN 7 Padang. The population of this research is all students of class XI IPA SMAN 7 Padang. Research samples are learners who follow and learners who do not follow the guidance of biological learning outside the school. The sampling technique used saturation sampling technique. The data analysis technique used is the median test, because one of the data is not normally distributed and the two groups are homogeneous. The average learning outcomes of learners that is 86.91, not too significant difference with those who do not follow the guidance of learning outside the school with an average of 84.88. The result of data analysis shows that there is no contribution of learning guidance to learners' learning outcomes which follow the guidance of study outside school with comparison of X2 count 0,270 and X2 table 3,84, so X2 count <X2 table. Thus, it can be concluded that the guidance of learning outside the school does not contribute to the learning outcomes of learners on the subjects of biology class XI IPA SMAN 7 Padang.


Author(s):  
Putu Angga Sudyatmika ◽  
Padma Nyoman Crisnapati ◽  
I Gede Mahendra Darmawiguna ◽  
Made Windu Antara Kesiman

Taman Ujung Soekasada and Tirta Gangga is a famous tourist attraction inKarangasem regency. Taman Ujung is located at the village of Tumbu, district of Karangasem. The park was built in 1919 by the king of Karangasem, namely I Gusti BagusJelantik with the purpose to entertain important guests who visitied the region of Karangasem.Tirta Gangga was rebuilt in 1948 on the initiative of The King of Karangasem namely AnakAgung Anglurah Ketut Karangasem. Situated in Ababi Village, 6 kilometers northern Taman Ujung Soekasada. This water park built as a place for bathing the King and his family.This research is aims to develop an android-based application that can be used as a medium for learning and preserving Taman Ujung Soekasada and Tirta Gangga. The researchmethod used was research and development by using the model of the waterfall. Thisapplication uses the vuforia library to display 3 dimensional building objects into a real environment by using the book and the android smartphone.The end of result is a book that contains about information and images related toTaman Ujung Soekasada and Tirta Gangga that functioned as a marker as well as android based on Augmented Rality application that is capable of displaying the object of Taman Ujung and Tirta Gangga buildings in 3 dimensional above the marker complete with thenarrative sound explanation


Author(s):  
Agnieszka Kozerska

On the basis of the theoretical and empirical analyses published in the scientific literature, it can be stated that the concept of successful ageing presented in educational discourses is understood differently by authors and it is focused primarily on three issues related to 1/ spirituality, 2/ well-being, 3/ a sense of community. The article discusses research results aimed at comparing ways of understanding successful ageing in the scientific literature with ways of defining this term by young adults in Poland. The survey participants are pedagogy students. The article attempts to answer the following questions: 1/ How do young adults in Poland understand the concept of successful ageing?, 2/ To what extent do the ways of understanding this concept, which have been distinguished based on the analysis of empirical data, coincide with a typology created based on a review literature. Data analysis (cluster analysis) enables to distinguish two types of successful ageing understood as a link between transcendence and generativity. The third type consists of elements of Rowe and Kahn model which are supplemented with good family relations.


2021 ◽  
Vol 4 (2) ◽  
pp. 241
Author(s):  
Jummita Jummita ◽  
I Gusti Ayu Tri Agustiana ◽  
I Ketut Dibia

Continuous use of gadgets can hurt students. This has an impact on behaviour patterns and student learning activities. The need for balancing media in online learning is media that is concrete. This type of research is development research using the ADDIE procedure. The test subjects in this study were 2 subject matter experts, 2 learning media experts, 2 practitioners and 7 students. The method used to collect data in this study is the questionnaire. The data collection instrument used in this study was a rating scale. The data analysis technique used in this research is descriptive qualitative and quantitative data analysis. The results of the study are the results of the assessment given by subject matter experts assessing 4.63 (very good), learning media experts giving an assessment of 4.82 (very good), the assessment given by practitioner response experts is 4.85 (very good), and the results of the media student response test were 4.95 (very good). So media fun thinkers based on calistung questions can be used in the learning process. The assessment implies that this learning media can be used by teachers and in the learning process.


2021 ◽  
Vol 9 (3) ◽  
pp. 339
Author(s):  
Gede Bagus Danandjaya ◽  
I Gede Arta Wibawa

In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument.  Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.


2018 ◽  
Vol 11 (1) ◽  
pp. e224012 ◽  
Author(s):  
Kate Gemma Richards ◽  
Kai Yuen Wong ◽  
Mansoor Khan

There are an increasing number of injuries associated with ambulatory mobile phone use. Pokémon Go is one of the first widely used mobile phone augmented reality games and generated substantial media interest. We present a case of electrical burns in a Pokémon Go player and review literature on ambulatory mobile phone injuries.


2014 ◽  
Vol 10 (2) ◽  
pp. 252-261 ◽  
Author(s):  
Ivan Cabrilo ◽  
Philippe Bijlenga ◽  
Karl Schaller

Abstract BACKGROUND: Augmented reality is the overlay of computer-generated images on real-world structures. It has previously been used for image guidance during surgical procedures, but it has never been used in the surgery of cerebral aneurysms. OBJECTIVE: To report our experience of cerebral aneurysm surgery aided by augmented reality. METHODS: Twenty-eight patients with 39 unruptured aneurysms were operated on in a prospective manner with augmented reality. Preoperative 3-dimensional image data sets (angio-magnetic resonance imaging, angio-computed tomography, and 3-dimensional digital subtraction angiography) were used to create virtual segmentations of patients' vessels, aneurysms, aneurysm necks, skulls, and heads. These images were injected intraoperatively into the eyepiece of the operating microscope. An example case of an unruptured posterior communicating artery aneurysm clipping is illustrated in a video. RESULTS: The described operating procedure allowed continuous monitoring of the accuracy of patient registration with neuronavigation data and assisted in the performance of tailored surgical approaches and optimal clipping with minimized exposition. CONCLUSION: Augmented reality may add to the performance of a minimally invasive approach, although further studies need to be performed to evaluate whether certain groups of aneurysms are more likely to benefit from it. Further technological development is required to improve its user friendliness.


2018 ◽  
Vol 4 (2) ◽  
pp. 107-109
Author(s):  
Indah Wigati

This study aims to produce a product that is a guided Inquiry module that contains values / characters. This research is a development research developed by Borg & Gall. Data analysis techniques using N-gain score, independent t test and MANOVA test. Product development validation is carried out by material experts, educational media value / character experts. The subjects of this study were students of class X MA Al-Fattah Palembang. Research instruments include modules that are integrated in values / characters, in which there are critical thinking questions and values / characters. Measurement of aspects of critical thinking according to Fascione and attitude based on an integrated questionnaire values / characters according to Einstein consisting of five values / characters namely religious, educational, socio-political, intellectual and practical values. The results of the product research are in the form of modules according to experts "good and" very good ". Learning by using a module shows an increase in the level of critical thinking (average gain score is 0.41), attitude with the value / character: moderate religious value (average score score 0.45), moderate education value (average score score 0.30), moderate socio-political value (average score score 0.32), moderate intellectual value (average score score 0.36) and moderate practical value (average score score 0.35). The Manova test shows that the Sig value is) .00.


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