scholarly journals “Clavis Aurea”: An augmented Reality Game for the Teaching of Local History

Author(s):  
George Koutromanos ◽  
Theodora Pittara ◽  
Christopher Tripoulas

The aim of this study was the design, development, and evaluation of an Augmented Reality game to teach students about the local history of a Greek island. Design-based research served as the foundation of this study’s methodology. Experts in ICT in education, teachers with knowledge of the local history and primary education students participated in the evaluation of this study. The results of the evaluation showed that the game presents satisfactory levels of usability and that its content is compatible with the island’s local history. Among the factors influencing its use by students were internet connectivity, the large number of visitors at the archaeological site where the game was played, and the problem of coordinating the student groups.

Author(s):  
Wahyu Djoko Sulistyo ◽  
Ulfatun Nafi'ah ◽  
Idris Idris

This study aims to develop e-PAS based on MOOC as E-learning media of Local History in Malang. It provides alternative learning based on the development and the use of information technology in obtaining learning objectives. In the development of E-Pas, a research and development approach was used with the ADDIE model. This model is one of the interactive learning processes with the basic steps of effective, dynamic and efficient learning, which consists of Analysis, Design, Development, Implementation, and Evaluation. Based on the results of the research and some validations and implementation tests that have been carried out during the E-Pas development process, it was found that the E-Pas development product was considered feasible to be implemented into a learning product. The percentage of data obtained from the validator and the results of the implementation test to the students shows that the E-Pas is feasible to use. In other words, the product that has been tested and validated can be one of the products that can be applied in the process of learning history, especially the history of Malang.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012008
Author(s):  
A Setiyawan ◽  
L C Manggalasari ◽  
T A Prasetya ◽  
Towip Towip ◽  
W Noviansyah

Abstract The development process of augmented reality generally requires devices and software with high compatibility so that they are the only obstacles in its development. The purpose of this study was to design and produce an application of learning media on the hydraulic cylinder of excavator based on augmented reality with Shapr3d for prospective students of automotive engineering education and to see the product feasibility level of the test subjects and validators. This learning media development stage consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. For the data method using direct observation and closed questionnaires. The questionnaire of the research results was analysed using Likert scale analysis. The results of the material expert validator with a score of 91.25% are very good category. Expert media design validator 92.5% is included in the very good category with a very proper name. The response to product use from three lecturers of automotive engineering education with a proportion score of 88.34% is in the very good category. The response to the use of the product was from twenty automotive engineering education students with a score proportion of 85.73% in the very good category. This that the application of automatic learning media on excavator hydraulic cylinder based on augmented reality with shapr3d based on Augmented Reality technology that has been developed can be used in elementary schools as a learning media for technical education.


Author(s):  
Agus Mastrianto ◽  
Sariyatun Sariyatun ◽  
Nunuk Suryani

This study aims to develop teaching materials in the form of digital ebook by integrating local historical material on the Struggle of the Lampung People's Army at the State University in Lampung Province. The method used in this research is the development research (R&D) method. The stages of this research include the stages of analysis, design, development, implementation, and evaluation. The subjects in this study consisted of two material validators, two media validators, 48 students of semester VII students, one of whom was a lecturer in history education. The results of this development research show that digital history-based teaching materials (ebooks) based on local people's struggles in Lampung are proven to be valid based on the assessment of material experts and media experts. Based on the results of small group trials, limited group trials and large group trials show that digital history-based teaching materials based on local history of the struggle of the Lampung people's army proven to be effective and in accordance with needs analysis.


2022 ◽  
pp. 321-343
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques ◽  
Luís Afonso ◽  
Paulo Dias ◽  
Joaquim Madeira

There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.


Author(s):  
Yoga Fernando Rizqi ◽  
Djono Djono ◽  
Susanto Susanto

The purpose of this research is to discuss the development of material that supports the history of the struggle of K.H Gholib, who then compiles it into an e-book using the software "Flip PDF Professional 2.4.6.8". It was developed separately to analyze the material and increase student interest in Private Vocational High Schools in Pringsewu District by instilling the values of nationalism, heroism, and patriotism of a religious figure and fighter who participated in the struggle for independence in Lampung from the attack of the Dutch Military Aggression II in 1949. The research method used was the research and development of "R&D". The focus of e-book development uses the ADDIE development model through five intoxices, namely: analysis, design, development, implementation, and evaluation. The final results of this study show how the preparation and implementation of e-books in the classroom, so that the product developed can foster student interest in learning.


2019 ◽  
Vol 11 (4) ◽  
pp. 59-79 ◽  
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques ◽  
Luís Afonso ◽  
Paulo Dias ◽  
Joaquim Madeira

There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.


2021 ◽  
Vol 5 (2) ◽  
pp. 103-116
Author(s):  
Yustina Sri Ekwandari ◽  
Aprilia Triaristina ◽  
Henry Susanto

This study aims to examine the Pugung Raharjo Archaeological site as a source of learning history. The location of the Pugung Raharjo Archaeological site is located in the village of Batanghari, Sekampung, East Lampung Regency, Lampung Province. This research is qualitative research with a descriptive approach. Data collection techniques through literature study, observation, interviews, and documentation. The data validity technique uses source triangulation, for data analysis using interactive model analysis. The Pugung Raharjo Archaeological Site is a site protected by the Cultural Conservation Preservation Agency. As a source of learning the history of the ancient site Pugung Raharjo has historical values in the Praaksara/nirleka era with its relics, namely; Punden terraces, earth forts, stone with holes, stone axes, stone corpse complex, megalithic pools, beads, and household utensils. Classical era or Hindu-Buddhist relics, namely; Bodhisattva statues, Polynesian type statues, Humpback Inscriptions, and Ceramics. During the Islamic period, his relics were; Dalung Inscription, and Tombstone. The Pugung Raharjo Archaeological Site can be used as a source of history learning, one example is by learning history through the arrival and spread of early people in Sumatra, especially Lampung because this is the forerunner to the formation of a province of Lampung or often called the earth of Lampung. The process of utilizing the Pugung Raharjo site as a source of learning local history can be done by means, students can directly visit the object by doing/field trips. Thus the Pugung Raharjo archaeological site is very important for students, where students can participate in caring for and preserving historical relics in the vicinity. Penelitian ini bertujuan untuk mengkaji situs Purbakala Pugung Raharjo sebagai sumber belajar sejarah. Lokasi situs Purbakala Pugung Raharjo terletak di desa Batanghari, Sekampung Kabupaten Lampung Timur, Provinsi Lampung. Penelitian ini merupakan penelitian kualitatif dengan pendekatan deskriptif. Teknik pengumpulan data melalui studi pustaka, observasi, wawancara, dan dokumentasi. Teknik keabsahan data menggunakan trianggulasi sumber, untuk analisis data menggunakan analisis model interaktif. Situs Purbakala Pugung Raharjo merupakan situs yang dilindungi oleh Badan Pelestarian Cagar Budaya. Sebagai sumber pembelajaran sejarah situs purbakala Pugung Raharjo memiliki nilai-nilai sejarah pada zaman Praaksara/nirleka dengan benda-benda peninggalannya yaitu; Punden berundak, Benteng tanah, Batu berlubang, Kapak Batu, Komplek Batu Mayat, kolam megalitik, manik-manik dan peralatan rumah tangga. Zaman klasik atau Hindu-Budha benda peninggalannya yaitu; arca Bodhisatwa, arca tipe Polinesia, Prasasti Bungkuk, dan Keramik. Pada Masa Islam benda peninggalannya yaitu; Prasasti Dalung, dan Batu Nisan. Situs Purbakala Pugung Raharjo dapat dijadikan sebagai sumber pembelajaran sejarah, salah satu contohnya adalah dengan pembelajaran sejarah melalui kedatangan dan penyebaran masyarakat awal di Sumatera khususnya Lampung, karena ini merupakan cikal bakal terbentuknya sebuah provinsi Lampung atau sering dikatakan juga bumi Lampung. Proses pemanfaatan situs Pugung Raharjo sebagai sumber belajar Sejarah Lokal dapat dilakukan dengan cara, mahasiswa dapat langsung mengunjungi obyeknya yang dilakukan dengan melakukan karya wisata/fieldtrip. Dengan demikian situs purbakala Pugung Raharjo sangat penting bagi para mahasiswa, dimana para mahasiswa dapat turut serta dalam merawat dan melestarikan peninggalan-peninggalan bersejarah yang ada di sekitarnya.


Author(s):  
Darikha Dyusibaeva ◽  

The origins and characteristics of the rare book collection of L. Tolstoy Scientific Library are discussed. The focus is made of the unique publications in the local history of the late 19-th – eary 20-th century. The publications cover the history of the region and comprising vast document array. Several publications are described in detail, e. g. «Migrant small-holders in Turgay Oblast», «Essays in the Natural History of the 1- st and 2-тв Maurzum volost of Turgay Oblast», statistical reports, land management instructions, «The Proceedings of Kustanay Society of Local Lore and History», etc. The problem of the collection preservation and digitization is discussed.


Author(s):  
Sergei V. Lyovin

The Civil War is one of the largest tragedies in the history of our country. One of its dramatic episodes is the rebel movement led by A.S. Antonov which took place in the Tambov gubenia in 1920–1921 and was brutally suppressed by the Bolsheviks. Its scope is evidenced by the fact that it went beyond the borders of the Tambov gubernia. Separate detachments of Antonovites from the autumn of 1920 to the summer of 1921 raided the territory of the Balashov uyezd of the neighboring Saratov gubernia. The paper attempts to consider the way the uyezd authorities fought the rebels and the way civilians treated them. On the basis of an analysis of the local archival material most of which has not yet been put into scientific circulation, periodicals and the local history literature the author comes to the following conclusion: every time the invasions of Antonov’s detachments into the territory of the Balashov uyezd were so rapid that the local authorities did not manage to organize a proper rebuff, and the peasants, for the most part, supported the rebels since they saw spokesmen and defenders of their interests in them. Only frequent requisitions of peasants’ property by Antonovites as well as the replacement of the surplus appropriation system (Prodrazvyorstka) by the tax in kind (Prodnalog) led to the fact that since the spring of 1921 the support of the rebels by the local population ceased.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


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