Abstract

Submission of Semaphore material at Mutiara 5 Lembang Middle School is available in the boy scout book and is only in the form of 2-dimensional images and can also be delivered by the scoutmaster. In this case the delivery of the material for the Semaphore still has shortcomings. Therefore this study aims to build visual learning media to convey information about semaphore code using augmented reality. In order to provide more detailed knowledge about semaphore code actively, creatively and educatively. It is expected that with the function of converting text into semaphore code, students can see the visualization of semaphore code movements in real time. So that this application can be a new tool in improving the semaphore code learning method than before in the form of books. By using the Multimedia Develpoment Life Cycle method, in the testing phase by distributing UAT to 25 scout students and one coach showed 86.5% of results stated very good.

Highlights

  • Abstrak- Penyampaian materi Semaphore di SMP Mutiara 5 Lembang tersedia di dalam buku saku pramuka dan hanya berupa gambar 2 dimensi dan bisa juga penyampaian materi dilakukan oleh pembina pramuka

  • This study aims to build visual learning media to convey information about semaphore code using augmented reality

  • [12] Unity3d.com, “System Requirements for Unity,” 2017

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Summary

INFORMASI ARTIKEL

Histori artikel: Naskah masuk, 11 Juli 2019 Direvisi, 15 Juli 2019 Diterima, 31 Juli 2019. Semaphore menggunakan Augmented Reality yang menggunakan fitur kamera pada Smartphone Android adalah untuk membantu siswa SMP Mutiara 5 Lembang agar lebih mudah belajar gerakan Semaphore dan memperkenalkan media yang interaktif dari sebelumnya yang berupa buku saku. Selain itu dilakukan pengujian User Acceptance Test (UAT), dimana pengujian ini melibatkan sekumpulan data untuk mendapatkan keputusan terhadap penerimaan aplikasi yang telah dibuat berdasarkan kebutuhan siswa SMP Mutiara 5 Lembang yang telah dilakukan dalam tahap Concept dan Material Collecting. 3.2 Sistem Yang Akan Dibangun Aplikasi pengenalan sandi Semaphore menggunakan Augmented Reality menggunakan Smartphone Android ini akan digunakan sebagai media pembelajaran interaktif yang dapat membantu pembina dan siswa agar lebih memahami proses dan gerakan dalam memperagakan sandi Semaphore.

Marker terdeteksi dan menampilkan objek animasi
Marker Z Marker Kata
Findings
Jumlah Huruf
Full Text
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