scholarly journals Development Educational Material Topeng Malang with the Augmented Reality for Supporting Character

2020 ◽  
Author(s):  
Andy Pramono ◽  
Wida Rahayuningtyas ◽  
Betty Dewi Puspasari ◽  
Adzrool Idzwan Hj. Ismail

Strengthening the quality of education, especially in the arts and culture, in Indonesia is very important. This can be achieved via the application of technology. Malang is a city that has a lot of traditional cultures, such as masks (Topeng), of which there are about 67 designs. It is a challenge in developing learning materials for Topeng Malang. The influence of the inclusion of modern styles is one of the factors stimulating the decline of Malang people’s insights related to traditional culture such as Topeng Malang. This research is related to the strengthening of Topeng Malang education media material by using AR technology. This research focuses on insightful content relating to characters in Topeng Malang, especially for supporting models. This research is carried out through descriptive procedural models, which must be followed to produce a development product — data was obtained by interview, data observation, and documentation. Observation data consisted of reference data for the description of supporting character models namely Pranajiwa and Emban, visuals in the form of Topeng Malang, library data and surveys from the target audience. Keywords: Topeng Malang, Augmented Reality, Support character model

2020 ◽  
Vol 20 (1) ◽  
pp. 9-17
Author(s):  
Aizhan Ibirayim kyzy ◽  
◽  
Askerbүbү Solpubashova ◽  
Salidin Kaldybaev ◽  
◽  
...  

In the system of school education of the Kyrgyz Republic, the problem of developing electronic educational material and introducing it into the educational process of schools is becoming urgent. This goal allows the further implementation of the issue of computerization of school education. This article focuses on the quality of education. To achieve high-quality modern training, the use of electronic materials is required. Electronic materials must be designed in accordance with the rules. Therefore, the content of this article is aimed at revealing the importance of e-learning, at developing electronic materials, at characterizing the requirements for compiling electronic materials and the requirements for using electronic educational materials.


Author(s):  
Zhanat Nurbekova ◽  
Bayan Baigusheva

Augmented Reality, as one of the advanced technologies, in-creases the range of applications in various spheres of life every year. The evo-lution of the development and application of augmented reality in various spheres has shown its effectiveness also for the sphere of education. The analysis of varied studies shows the expanding penetration of augmented reality in education, while noting the positive impact of augmented reality on the quality of education. However, the didactic approach to the application of augmented reality in education has not yet been sufficiently studied. The article considers the use of digital educational resources with augmented reality as a didactic teaching tool. In addition, a system of didactic principles for learning using augmented reality is proposed.


2020 ◽  
Vol 1 (1) ◽  
pp. 27-34
Author(s):  
Muhammad Bayu Purnama ◽  
Zayus Rifan Zafarani ◽  
Sapta Nugraha

Malang Rapat is one of the villages which is located in the range of coastal region, Bintan regency, Riau islands Province. Most people in this village do not complete elementary level of education. Only a few graduate from Elementary School, Junior High School and Senior High School. The rate of education and its quality of human resources are very low. This condition is due to the monotonous system of teaching-learning process and lack of facilities and infrastructures. These are the problems that cause low quality of education. This research aims at developing teaching-learning process by applying Augmented Reality-Based Fun Book Technology (Round Table Learning Media) for Teaching-Learning of Coastal Community. This application is to develop knowledge by applying quizzes and games. The result obtained is that this technology is capable for handling the problems of low quality of education with its monotonous system of teaching-learning process.


2020 ◽  
Vol 6 (1) ◽  
pp. 105-116
Author(s):  
Metta Puspita Dewi

Dhammasekha strategy management begins with 1) strategy of formulation which is identify the power been found in teacher professionalism, capabillity in the arts and culture, facilities and infrastructure, positive image. Weaknesses of Dhammasekha include funding sources, There is no patent curriculum, location are not strategic, doesn’t have an operational permit and the motivation of human resource still weak. Dhammasekha has the opportunity to be preferred educational institute for Buddhists because support of 16 Buddhists  temple but has the threat of competition with others as a educational institution which is more active and creative close by Dhammasekha location. 2) Strategic of implementation has been done by creating programs or policies, forming organization structure according with competencies and motivating 3) evaluate strategic has been done regullary by the chairman to measure Dhammasekha performance and take an corrective action through involve by stakeholder teachers,leaders and representative of students  to support the improvement quality of the institution. Dhammasekha focused on member of buddhism to get theirs satisfication , build up commitment, and continous teamwork improvement.


Author(s):  
Siti Hadijah

The purpose of this study was to determine the effectiveness of efforts to improve teacher skills in implementing PAKEM through LATBIM at SD Negeri 158 Pekanbaru. Meanwhile, in general, the purpose of this school action research activity is to improve the quality of the process and learning outcomes at SD Negeri 158 Pekanbaru. The results of the study will be seen from the data that occurred after the research was carried out with the results in cycle 1 the pretest average value was 6.18 or about 62% while the average post-test result increased to 9.06 or 91%. Observation data show that student activity in Civics subjects has only reached 6.23 (enough), in the PAI subject it has only reached 6.31 (enough) and the Arts subject has reached an average score of 6.45 (enough, close to good). Thus the action hypothesis in this PTS which states "if the Training and Guidance (LATBIM) implementation of Active, Creative, Effective, and Fun Learning (PAKEM) can be implemented properly, the increase in teacher skills in implementing PAKEM at SD Negeri 158 Pekanbaru will increase" can be accepted.


2021 ◽  
Vol 13 (2) ◽  
pp. 1183-1189
Author(s):  
Eleanora Petrovna Chernyaeva ◽  
Ilya Vladimirovich Belchenko ◽  
Evgeny Yurievich Andrusenko ◽  
Karine Anatolyevna Paladyan ◽  
Zhanna Anatolyevna Fomchenko ◽  
...  

The article discusses the didactic principles and requirements for the design of electronic educational resources. The requirements are supplemented with new principles and conditions that should be observed when designing an electronic educational resource, contributing to improving the quality of education and its individualization. The principles of metered assistance, control of initial knowledge, interactivity, purposefulness, completeness of the provision of educational material on the discipline, optimal and integrated use of modern computer tools, electronic summary have been described. The didactic conditions necessary for the successful operation of an electronic educational resource, the characteristics of internal and external requirements for learning tools have been indicated, the real didactic possibilities of learning tools have been taken into account.


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.


2021 ◽  
Vol 8 (7) ◽  
pp. 236-244
Author(s):  
Yayuk Mardiati ◽  
Wasino . ◽  
Dhanang Respati Puguh

With the publication of the United Nations, Educational, Scientific and Cultural Organization (UNESCO) on report of the Asian Regional Symposia on Arts Education nearly one and decades ago, scholars and educators have urged Asian teachers, including Indonesia to incorporate arts and culture into curriculum to improve the quality of education, yet efforts connecting arts, especially gamelan music into social studies is lacking. Built upon the previous research on integrated curriculum which aligned with National Education Standard Board (Indonesian: Badan Standar Nasional Pendidikan or BSNP), on both process and content standards this article aimed to offer a rationale for incorporating Javanese gamelan music potential into social studies classroom and propose a framework for planning. Social studies classroom components included assigned readings on Indonesian national history, especially in the Hindu-Buddhist eras in small group discussion. With this approach and its lesson it is presumed that social studies and gamelan teachers benefit of integrating gamelan music into social studies. Keywords: Javanese gamelan, integration, framework, social studies.


Author(s):  
Minghui Sun ◽  
Xinyu Wu ◽  
Zhihua Fan ◽  
Liyan Dong

Human-computer interaction (HCI) has developed rapidly in recent years, and more and more researchers are interested in applying HCI techniques into education. Compared with traditional approaches in the real world, gesture recognition is considered as a reasonable alternative since it is vivid and flexible. However, most of educational equipment nowadays achieves the function of augmented reality, without any interaction. This paper implemented a prototype, not only based on augmented reality system, but also especially we think about the interactive design. Accessibility is achieved by mobile devices and the dynamic switch of gesture recognition. By this interactive method, children are able to interact with the virtual objects easily and naturally. Consequently, children can have a profound and deep understanding of what they learn, and the quality of education will be improved.


Author(s):  
Patrick Seeling

Augmented reality (AR) applications become increasingly popular, however, little is known about how multimedia consumption interplays with the Quality of Experience (QoE) in these settings. We experimentally evaluate binocular vision augmentation with optical see-through devices by contrasting QoE, expressed by Mean Opinion Scores (MOS), with a ground truth reference data set. We find that the QoE in AR settings (i) is higher for small media impairments and lower for high impairment levels compared to opaque settings, (ii) exhibits an emerging quantifiable relationship with the QoE in traditional setups, (iii) can be approached with common objective image quality metrics as Quality of Service (QoS) factors, and (iv) exhibits a relationship between the Low Gamma frequency band levels determined with consumer-grade electroencephalograms (EEG) and image quality levels as rated by the participants.


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