Analisis dan perancangan sistem media pembelajaran pengenalan tentang hewan berbasis android pada anak – anak

JOSEPHLIM, JOSEPHLIM (2020) Analisis dan perancangan sistem media pembelajaran pengenalan tentang hewan berbasis android pada anak – anak. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Di zaman sekarang sedang ramai dengan namanya era teknologi. Perkembang teknologi saat ini pun semakin pesat dari tahun ke tahun, maka dari itu pasti adanya sebuah teknologi yang dapat membantu pembelajaran terhadap anak – anak dalam generasi ini. Karena pada era ini siapa yang tidak mengenal dengan yang namanya gadget. Dalam zaman ini, anak – anak sudah mengenal gadget dan tertarik untuk menggunakannya. Dalam gadget terdapat banyak hal yang membuat anak – anak tertarik seperti halnya games. Tentu saja ini dapat berdampak negatif untuk pembelajaran pada usia dini. Pada kasus ini anak – anak akan lebih tertarik terhadap gadget dibandingkan belajar dengan buku. Oleh karena itu penulis pun mempunyai suatu ide yang mana anak – anak dapat belajar sambil bermain, agar membuat anak – anak lebih tertarik pada proses pembelajaran. Penulis akan merancang sebuah aplikasi android yang di dalamnya terdapat fitur augmented reality. Aplikasi yang akan dirancang bersifat games dan edukasi. Sistem ini akan dibangun dengan UML (use case diagram, activity diagram, sequence diagram). Sistem akan dirancang dengan menggunakan beberapa platform aplikasi yang berupa Unity 3D dan Vuforia. Hasil data penelitian akan ditampilkan berupa keefektifan dari aplikasi yang telah dirancang untuk anak – anak. / In this day and age is crowded with the name of the era of technology. The development of technology is increasing rapidly from year to year, therefore there must be a technology that can help the learning of children in this generation. Because in this era who does not know the name of the gadget. In this day and age, children are familiar with gadgets and are interested in using them. In gadgets there are many things that make children interested as well as games. Of course this can have a negative impact on learning at an early age. In this case children will be more interested in gadgets than learning by books. Therefore the author also has an idea where children can learn while playing, so that children are more interested in the learning process. The author will design an android application in which there is an augmented reality feature. The applications to be designed are games and education. This system will be built with UML (use case diagrams, activity diagrams, sequence diagrams). The system will be designed using several application platforms in the form of Unity 3D and Vuforia. The results of research data will be displayed in the form of effectiveness of applications that have been designed for children.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
JOSEPHLIM, JOSEPHLIMNIM00000023133josephlimyie98@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorBarus, Okky Putra BarusNIDN0127068803okky.barus@uph.edu
Uncontrolled Keywords: Anak–anak; Augmented Reality; Android
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: University Subject > Current > Faculty/School - UPH Medan > School of Information Science and Technology > Information Systems
Current > Faculty/School - UPH Medan > School of Information Science and Technology > Information Systems
Depositing User: Users 9212 not found.
Date Deposited: 14 Aug 2020 04:18
Last Modified: 14 Jan 2022 09:22
URI: http://repository.uph.edu/id/eprint/10072

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