4D FLASHCARD DESIGN AS A SUPPORTING MEDIA INTRODUCTION TO THE ENDEMIC FLORA OF EAST KALIMANTAN FOR ELEMENTARY SCHOOLS
Kalimantan Island is one of the islands in Indonesia which has abundant biological resources. Among them are plants (flora) with a limited number having distinctive characteristics which are natural and hereditary (endemic) and have a lot of potential for human life, especially ethnicity in East...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/70838 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Kalimantan Island is one of the islands in Indonesia which has abundant biological
resources. Among them are plants (flora) with a limited number having distinctive
characteristics which are natural and hereditary (endemic) and have a lot of
potential for human life, especially ethnicity in East Kalimantan. The potential of
East Kalimantan's endemic flora is only passed down orally and minimal learning
support media causes a lack of motivation and understanding, as evidenced by a
survey, namely 94% of 50 elementary school students with a concrete age range
(10-11 years) do not know the endemic flora of East Kalimantan. In introducing
East Kalimantan's endemic flora to students, the existing supporting media are less
attractive and effective because they are not interactive and do not integrate fun
into education. This raises the need for supporting media that can introduce East
Kalimantan's endemic flora in an interactive and interesting way as a fun learning
medium.
This research uses a design thinking method that contains innovation and is in
accordance with user needs. 4D Flashcard is a four-dimensional card with
augmented reality that can be seen through augmented reality technology.
Flashcards with AR can present a simulation of the process of conserving East
Kalimantan's endemic flora starting from the seed planting phase to the growing
flora in an interesting, immersive, and interactive way through gamification
stimulation. Gamification will provide feedback to users on every virtual and
physical activity they perform, thus providing an interesting new learning
experience and motivating users to get to know East Kalimantan's endemic flora.
From a visual perspective, the design of 4D flashcards adapts to the interests,
interests, and cognitive development and understanding of fine art of children aged
10-11 years. This design presents three types of interactive, namely between 3D
objects, objects with users (surface gestures), and users with devices (motion
gestures), so that 4D flashcards offer supporting media that provide a wider
immersive and interactive experience. The results of this design were tested on
children aged 10-11 years, the design of 4D Flashcards about East Kalimantan's
endemic flora succeeded in making students' knowledge of East Kalimantan's
endemic flora much better because they were easy to understand.
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