Evaluation of using VAR (Virtual Augmented Reality) based educational games in Islamic kindergartens in Semarang City

2021 ◽  
Author(s):  
Eem Kurniasih ◽  
Yuli Haryati ◽  
Lusi Rachmiazasi Masduki
2020 ◽  
Vol 9 (6) ◽  
pp. 2499-2506 ◽  
Author(s):  
Nur Amira Atika Nordin ◽  
Nazatul Aini Abd Majid ◽  
Noor Faridatul Ainun Zainal

Robotics education is gaining popularity among school children in line with the government desire to promote creative thinking in students through STEM based activities. However, the robots for educational games are usually made up of components and its description is usually one-way and static. Additionally, students find it difficult to visualize distances from robot movements when playing educational robotic games. Augmented reality (AR) technology is a viable tool to connect between in-context information and physical activities. The objective of this research is to design and develop an AR based application that can visualize the distance between two robots for supporting learning process in a game-based module. The application consists of three parts; the first part use AR in identification of components related to robots, while the second part involves the addition of real-time visualization in the form of AR, enabling students to learn the distance from the robot's movements. The third part used AR in providing the description of the robotic games through videos. The development of the application is based on the Agile model. The results show that the application has received positive feedbacks from students as it can increase their interest in playing robotic educational games. 


Author(s):  
Lan Li

Game-based learning has become increasingly popular in recent years and has drawn an increasing level of attention in education. While the preliminary findings of educational gaming impact are quite promising, the current dilemma is the disconnect between what is available on the market and what is needed in the classroom. There has been an increasing call for teachers to be game designers to create educational games that tailor to their specific instructional needs. This paper shares one example how an educator, performing both roles as class teacher and game designer, utilized Augmented Reality and mobile learning to modernize a traditional scavenger hunt to engage students and promote their learning. It is the author’s hope that this paper would encourage more educators to explore, experiment, and discover how game-based learning may be effectively utilized in their classrooms.


2020 ◽  
Vol 1 (1) ◽  
pp. 26-31
Author(s):  
Rakhmat Jaya Lahay ◽  
Nurdin Mohamad

Presentation of maps in paper form is still often done. The advancement of mobile devices and the support of augmented reality technology are alternatives in making map media presentations more interesting and interactive. This research aims to develop media prototypes in the form of educational games based on mobile augmented reality. Media development is carried out using a prototype approach. The developed media is able to display 3D map objects properly based on the results of black box testing and beta testing. Black box testing shows that the media functions as needed. Beta testing states that this application can be accepted with the percentage of survey results is 89.7%.


2020 ◽  
Vol 79 (33-34) ◽  
pp. 23861-23885
Author(s):  
Maja Videnovik ◽  
Vladimir Trajkovik ◽  
Linda Vibeke Kiønig ◽  
Tone Vold

Author(s):  
Anugrayani Bustamin ◽  
Indrabayu ◽  
Ingrid Nurtanio ◽  
Christoforus Yohannes ◽  
Zulkifli Tahir ◽  
...  

The application of digital technology can provide solutions to community problems, especially in the education sector. But there are still many teachers whose teaching abilities have not been supported by these digital technologies. SDN 14 Bonto-Bonto located in Pangkep Regency is the place for the digital learning training process as well as a form of community service carried out by the team of the Informatics Engineering Department of the Faculty of Engineering, Hasanuddin University. This activity is also a venue for socialization and introduction of research results from lecturers and students. Digital learning models can be divided into 2 namely electronic based learning and internet based. Some digital learning methods taught include Augmented Reality, Mind Mapping, and Educational Games. Augmented Reality is a technology that involves overlaying computer graphics in the real world, where three-dimensional virtual worlds can be brought into real-world environments in real-time. Learning to use AR makes students' visual appeal in learning as well as educational games. Mind Mapping is a learning method in the form of visualizing ideas, thoughts or plans to form interconnected diagrams. With this method, students are trained to think structured and easy to solve problems. Mind mapping application itself has been widely available and can be downloaded for free. The training in developing digital learning media that is held is expected to help teachers and students understand the concepts while at the same time foster motivation in learning. This service activity also adds insight to teachers about new learning methods that can make the learning process more enjoyable.


2021 ◽  
Vol 5 (2) ◽  
pp. 224-244
Author(s):  
Ayfer Alper ◽  
Elif Şengün Öztaş ◽  
Handan Atun ◽  
Dinçer Çınar ◽  
Musa Moyenga

Changes in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information, Augmented Reality (AR) creates new opportunities for education. The impact of uncertainty and scientific advances in the field of application has modified the definition of “AR Technology” to “AR Environments”. Within the scope of this study, it is aimed to analyze scientific studies on game-based learning and the use of AR in educational activities systematically. In this context, the “education area”, “the level of education of the participant”, “dependent variables”, “data collection tools”, “research methods used”, “type of AR used”, “software used in the development phase of the application”, factors such as “advantages and limitations towards the use of AR in a learning environment” are taken into consideration. In line with the purpose of the research and the specified criteria, a total of 53 scientific studies, which were scanned from scientific journals published in Turkey and abroad between 2016 and 2020, were analyzed using the systematic literature review method. As a result, findings regarding the effects of the game and AR-based learning environments in the learning processes for students are discussed. In addition, several recommendations for the creation and use of new educational games and AR applications have been created, which will help the gaps in AR studies and students' learning processes in terms of potential study.


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