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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Main Author: Indah Armianti, Rizka
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/70838
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:70838
spelling id-itb.:708382023-01-24T09:29:51Z4D FLASHCARD DESIGN AS A SUPPORTING MEDIA INTRODUCTION TO THE ENDEMIC FLORA OF EAST KALIMANTAN FOR ELEMENTARY SCHOOLS Indah Armianti, Rizka Indonesia Theses Endemic Flora, 4D Flashcard, Interactive, Gamification INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/70838 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. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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.
format Theses
author Indah Armianti, Rizka
spellingShingle Indah Armianti, Rizka
4D FLASHCARD DESIGN AS A SUPPORTING MEDIA INTRODUCTION TO THE ENDEMIC FLORA OF EAST KALIMANTAN FOR ELEMENTARY SCHOOLS
author_facet Indah Armianti, Rizka
author_sort Indah Armianti, Rizka
title 4D FLASHCARD DESIGN AS A SUPPORTING MEDIA INTRODUCTION TO THE ENDEMIC FLORA OF EAST KALIMANTAN FOR ELEMENTARY SCHOOLS
title_short 4D FLASHCARD DESIGN AS A SUPPORTING MEDIA INTRODUCTION TO THE ENDEMIC FLORA OF EAST KALIMANTAN FOR ELEMENTARY SCHOOLS
title_full 4D FLASHCARD DESIGN AS A SUPPORTING MEDIA INTRODUCTION TO THE ENDEMIC FLORA OF EAST KALIMANTAN FOR ELEMENTARY SCHOOLS
title_fullStr 4D FLASHCARD DESIGN AS A SUPPORTING MEDIA INTRODUCTION TO THE ENDEMIC FLORA OF EAST KALIMANTAN FOR ELEMENTARY SCHOOLS
title_full_unstemmed 4D FLASHCARD DESIGN AS A SUPPORTING MEDIA INTRODUCTION TO THE ENDEMIC FLORA OF EAST KALIMANTAN FOR ELEMENTARY SCHOOLS
title_sort 4d flashcard design as a supporting media introduction to the endemic flora of east kalimantan for elementary schools
url https://digilib.itb.ac.id/gdl/view/70838
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