- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the works authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journals published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
Pengembangan Media Pembelajaran Anak Usia Dini berbasis Augmented Reality
DOI:
https://doi.org/10.31004/obsesi.v6i6.3408Keywords:
augmented reality, media pembelajaran, kurikulum, Anak Usia DiniAbstract
Mengoptimalkan kegunaan smartphone khususnya bagi anak usia dini adalah penerapan teknologi Augmented Reality, yaitu teknologi yang menggabungkan objek dunia maya dengan dunia nyata secara realtime. Adapun tujuan penelitian adalah tersusunnya sebuah media berbasis Augmented Reality yang dapat diterapkan di lembaga pendidikan anak usia dini dan melihat peningkatan pemahaman guru mengenai penggunaan augmented reality. Penelitian ini menggunakan metode pengembangan dengan tahapan penelitian Analysis, Desain, Development, Implementation dan Evaluation. Subjek penelitian adalah guru pada TK Madani Cendekia Rumbai. Adapun hasil penelitian yaitu tersusunnya media pembelajaran berbasis augmented reality dan terjadi peningkatan pengetahuan dan pemahaman guru setelah dilakukan ujicoba kurikulum berbasis augmented reality pada subjek penelitian yang telah dilakukan, terdapat peningkatan yang signifikan pengetahuan guru antara sebelum dengan sesudah mengikuti ujicoba model kurikulum berbasis augmented reality.
Downloads
References
Ati, M., Kabir, K., Abdullahi, H., & Ahmed, M. (2018). Augmented reality enhanced computer aided learning for young children. 2018 IEEE Symposium on Computer Applications & Industrial Electronics (ISCAIE), 129–133. https://doi.org/10.1109/ISCAIE.2018.8405457
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34–47. https://doi.org/10.1109/38.963459
Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355–385. https://doi.org/10.1162/pres.1997.6.4.355
Caferina, S. (2015). Augmented Reality Penunjuk Arah Jalan. P3M Politeknik Negeri Indramayu, 03(01). https://doi.org/10.31884/jtt.v1i1.36
Cassidy, B., Sim, G., Horton, M., & Fitton, D. (2015). Participatory design of wearable augmented reality display elements for children at play. 2015 7th Computer Science and Electronic Engineering Conference (CEEC), 53–58. https://doi.org/10.1109/CEEC.2015.7332699
Craig, A. B. (2013). Understanding augmented reality: Concepts and applications. Newnes. https://doi.org/10.1162/pres.1997.6.4.355
Diananda, A. (2021). Psikologi Bermain Anak Usia Dini dalam Menstimulasi Perkembangan Otak. JECIES: Journal of Early Childhood Islamic Education Study, 2(2), 68–83. https://e-journal.stit-islamic-village.ac.id/jecies/article/view/200
Furht, B. (2011). Handbook of augmented reality. Springer Science & Business Media. https://doi.org/10.1007/978-1-4614-0064-6
Hansen, T. B., & Stepputat, F. (2001). Introduction: States of imagination. Duke University Press. https://doi.org/10.1215/9780822381273
Leão, C. W. M., Lima, J. P., Teichrieb, V., Albuquerque, E. S., & Kelner, J. (2011). Altered reality: Augmenting and diminishing reality in real time. 2011 IEEE Virtual Reality Conference, 219–220. https://doi.org/10.1109/VR.2011.5759477
Mustaqim, I. (2016). Pemanfaatan Augmented Reality sebagai media pembelajaran. Jurnal Pendidikan Teknologi Dan Kejuruan, 13(2), 174–183. https://doi.org/10.23887/jptk-undiksha.v13i2.8525
Mutiah, E., & Srikandi, S. (2021). Konsep Pengembangan Kreativitas AUD. Buhuts Al-Athfal: Jurnal Pendidikan Dan Anak Usia Dini, 1(1), 1–15. https://doi.org/10.24952/alathfal.v1i1.3464
Nainggolan, E. R., Asymar, H. H., Nalendra, A. R. A., Sulaeman, F., & Radiyah, U. (2018). The implementation of augmented reality as learning media in introducing animals for early childhood education. 2018 6th International Conference on Cyber and IT Service Management (CITSM), 1–6. https://doi.org/10.1109/CITSM.2018.8674350
Nofrianti, A. B. S. W. S. (2021). Is There a Distinction in Socialization Ability Between Children Who Are addicted to Gadgets and Those Who Are Not? A Comparison Study. Jurnal Pendidikan Anak, Vol 3 No 2 (2021): Child Education Journal, 110–122. https://doi.org/10.33086/cej.v3i2.1991
Oranç, C., & Küntay, A. C. (2019). Learning from the real and the virtual worlds: Educational use of augmented reality in early childhood. International Journal of Child-Computer Interaction, 21, 104–111. https://doi.org/10.1016/j.ijcci.2019.06.002
Pebriana, P. H. (2017). Analisis Penggunaan Gadget terhadap Kemampuan Interaksi Sosial pada Anak Usia Dini. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 1(1), 1. https://doi.org/10.31004/obsesi.v1i1.26
Radu, I., & Antle, A. (2017). Embodied learning mechanics and their relationship to usability of handheld augmented reality. 2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR), 1–5. https://doi.org/10.1109/KELVAR.2017.7961561
Radu, I., & MacIntyre, B. (2012). Using children’s developmental psychology to guide augmented-reality design and usability. 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 227–236. https://doi.org/10.1109/ISMAR.2012.6402561
Sugiyono. (2015). Metode Penelitian. Metode Penelitian.Bandung: Alfabeta.
Wahyuni, S., Reswita, & Putri, A. A. (2021). Parenting Culture of Low-Income Families in Implications for the Subjective Well-being of Early Childhood Students. AL-ISHLAH: Jurnal Pendidikan, Vol 13, No 3 (2021): AL-ISHLAH: Jurnal Pendidikan, 1581–1592. https://doi.org/10.35445/alishlah.v13i3.968
Yilmaz, R. M. (2016). Educational magic toys developed with augmented reality technology for early childhood education. Computers in Human Behavior, 54, 240–248. https://doi.org/10.1016/j.chb.2015.07.040
Zhang, Y. (2020). Artificial Intelligence Governance Capability Association Model based on Closed-loop Control Theory. 2020 IEEE 9th Joint International Information Technology and Artificial Intelligence Conference (ITAIC), 9, 1063–1067. https://doi.org/10.1109/ITAIC49862.2020.9338966