KARTU EDUKASI PENGENALAN HURUF & WARNA BERBASIS AUGMENTED REALITY

DAHLAN, AHMAD ZAINI (2019) KARTU EDUKASI PENGENALAN HURUF & WARNA BERBASIS AUGMENTED REALITY. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

The educational environment is a place of learning for all humans from early childhood to adulthood, or even to old age. It's never too late to do it. In the world of education the best time to do it is the early age because of that age the child can actually do it better. In education that has been modern learning tools have been made and used to help learning in the school environment ranging from childhood to high school level, one of which is augmented reality technology. Children's difficulties in learning the alphabet or knowing the letters become one of the problems to date, especially since the advent of the technological era that makes our work easier. Many children today that when he was very early but has been very smoothly using Android-based mobile phones, rather than facilitate learning instead. This is what makes the writer interested to develop education card of letter introduction based on augmented reality. Keyword : flashcard, augmented reality, education card, early childhood. Lingkungan pendidikan adalah tempat belajar untuk seluruh manusia dari mulai usia dini sampai dewasa, atau bahkan sampai usia lanjut. Tidak ada kata terlambat untuk melakukannya. Dalam dunia pendidikan masa yang paling baik untuk melakukannya ialah usia dini karena dari usia itu anak sebenarnya sudah dapat melakukannya. Dalam pendidikan yang sudah moderen alat pembelajaran sudah banyak sekali dibuat dan dipakai untuk membantu pembelajaran di lingkungan sekolah mulai dari tingkat kanak-kanak sampai tingkat SMA, salah satunya ialah teknologi augmented reality. Kesulitan anak dalam mempelajari alphabet atau mengenal huruf menjadi salah satu masalah hingga saat ini, apalagi semenjak munculnya era teknologi yang membuat pekerjaan kita menjadi lebih mudah. Banyak pula anak masa kini yang saat usianya masih sangat dini tetapi sudah sangat lancar menggunakan Handphone berbasis Android, bukannya memudahkan pembelajaran malah sebaliknya. Hal inilah yang membuat penulis tertarik untuk mengembangkan Kartu edukasi pengenalan huruf berbasis augmented reality. Kata kunci : flashcard, augmented reality, kartu edukasi, anak usia dini.

Item Type: Thesis (S1)
NIM: 41914110002
Uncontrolled Keywords: flashcard, augmented reality, kartu edukasi, anak usia dini.
Subjects: 700 Arts/Seni, Seni Rupa, Kesenian > 740 Drawing and Decorative Art/Menggambar dan Seni Dekorasi > 741 Drawing and Drawings/Gambar dan Seni Menggambar > 741.6 Graphic Design, Illustration Drawings/Teknik Menggambar Desain Grafis, Teknik Menggambar Ilustrasi
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 795 Game of Chance/Permainan Untung-untungan > 795.4 Card Games/Permainan Kartu
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 795 Game of Chance/Permainan Untung-untungan > 795.4 Card Games/Permainan Kartu > 795.41 Games in Which Card Position is a Major Element/Permainan Kartu
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 795 Game of Chance/Permainan Untung-untungan > 795.4 Card Games/Permainan Kartu > 795.43 Games in Which Card Position is a Major Element/Permainan Kartu
Divisions: Fakultas Desain dan Seni Kreatif > Desain Produk
Depositing User: Dede Muksin Lubis
Date Deposited: 10 May 2019 01:43
Last Modified: 10 May 2019 01:43
URI: http://repository.mercubuana.ac.id/id/eprint/47521

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