W. Hidayat, Hilga Damayanti, Luthfiah Setya Pratiwi, T. A. Sutikno, S. Patmanthara
{"title":"Fun Learning with Flashcard using Augmented Reality for Learning Daily Prayers of Kindergarten Students","authors":"W. Hidayat, Hilga Damayanti, Luthfiah Setya Pratiwi, T. A. Sutikno, S. Patmanthara","doi":"10.1109/IC2IE50715.2020.9274671","DOIUrl":null,"url":null,"abstract":"Prayer learning is one of the biggest contributors to improving early childhood memorization skills. Prayer learning for kindergarten students is still monotonous and unattractive. Especially during the C-19 pandemic, students cannot memorize together with their classmates. Therefore, there is a need for learning media that can help students to learn and memorize with fun and interesting. The purpose of developing daily prayer learning media by utilizing Augmented Reality (AR) based flash card images is to make it easier for kindergarten students to learn more interesting and interactive prayers. The flash card is an AR marker that can be scanned through the application and brings up videos and 3D animations of daily prayer learning. That way, students become more interested in having interactive multimedia assistance. Media development is carried out with the waterfall method, which is preceded by the need analysis to trials application. Media testing was carried out by individual testing using a questionnaire with two aspects, namely software engineering aspects and visual communication aspects. Overall, media development is in accordance with user needs and can run well on the Android smartphone platform. Based on the results of the media expert’s validation, this media was declared valid with a value of the software engineering aspect and the visual communication aspect of 86%. In the future, a large-scale trial will be conducted to determine the effectiveness of the learning implementation using this media.","PeriodicalId":211983,"journal":{"name":"2020 3rd International Conference on Computer and Informatics Engineering (IC2IE)","volume":"16 4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 3rd International Conference on Computer and Informatics Engineering (IC2IE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IC2IE50715.2020.9274671","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
Prayer learning is one of the biggest contributors to improving early childhood memorization skills. Prayer learning for kindergarten students is still monotonous and unattractive. Especially during the C-19 pandemic, students cannot memorize together with their classmates. Therefore, there is a need for learning media that can help students to learn and memorize with fun and interesting. The purpose of developing daily prayer learning media by utilizing Augmented Reality (AR) based flash card images is to make it easier for kindergarten students to learn more interesting and interactive prayers. The flash card is an AR marker that can be scanned through the application and brings up videos and 3D animations of daily prayer learning. That way, students become more interested in having interactive multimedia assistance. Media development is carried out with the waterfall method, which is preceded by the need analysis to trials application. Media testing was carried out by individual testing using a questionnaire with two aspects, namely software engineering aspects and visual communication aspects. Overall, media development is in accordance with user needs and can run well on the Android smartphone platform. Based on the results of the media expert’s validation, this media was declared valid with a value of the software engineering aspect and the visual communication aspect of 86%. In the future, a large-scale trial will be conducted to determine the effectiveness of the learning implementation using this media.