Aplikasi Edukasi Pengenalan Profesi Pemadam Kebakaran Berbasis Augmented Reality
DOI:
https://doi.org/10.32493/informatika.v5i3.6539Keywords:
Learning Applications, Fire Extinguisher, Augmented RealityAbstract
In this era, science and technology continue to develop significantly. One technology that is developing rapidly is information technology. This technological development can be used by the community and developers to help their work. One of the benefits of using this information technology is that it can help in the field of education. In addition, there are lots of cutting-edge technologies that are already sophisticated, namely Augmented Reality (AR) technology. In providing education to the younger generation, there are many insights that must be taught in addition to compulsory lessons in school. One of them is an insight into the use of internal fire extinguishers. Until now people tend to lack understanding of how this tool works because it is considered insignificant. Even though the fact is this is important to equip someone when one day there will be a fire. So that in this study proposes the development of an interactive learning application regarding fire extinguishers. This research has several stages including the identification of educational materials, the design and development of educational media, and testing of user convenience for early childhood where they are the target users of this application. This learning application built is a learning platform for children based on Augmented Reality. The test results show that this application gets positive feedback from child users where on average it gives a value of 9. So it can be concluded that child users can learn how the firefighting profession works and children can immediately practice it interactively through this learning application.
References
Herumurti, D., Yuniarti, A., Rimawan, P., & Yunanto, A. A. (2019). Overcoming Glossophobia Based on Virtual Reality and Heart Rate Sensors. IEEE International Conference on Industry 4.0, Artificial Intelligence, and Communications Technology (IAICT). Bali Indonesia.
Kaghat, F. Z., Azough, A., Fakhour, M., & Meknassi, M. (2020). A new audio augmented reality interaction and adaptation model for museum visits. Computers & Electrical Engineering.
Kaur, D. P., Mantri, A., & Horan, B. (2020). Enhancing Student Motivation with use of Augmented Reality for Interactive Learning in Engineering Education. Procedia Computer Science, 881-885.
Negrillo-Cárdenas, J., Juan-Roberto, Jiménez-Pérez, & R.Feito, F. (2020). The role of virtual and augmented reality in orthopedic trauma surgery: From diagnosis to rehabilitation. Computer Methods and Programs in Biomedicine.
Pace, F. D., Manuri, F., Sanna, A., & Fornaro, C. (2020). A systematic review of Augmented Reality interfaces for collaborative industrial robots. Computers & Industrial Engineering.
Yim, M. Y.-C., Chu, S.-C., & L.Sauer, P. (2017). Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective. Journal of Interactive Marketing, 89-103.
Yunanto, A. A., & Rochimah, S. (2017). Systematic Literature Review Terhadap Evaluasi Perangkat Lunak Tentang Serious Game. Jurnal Informatika.
Yunanto, A. A., Herumurti, D., & Kuswardayan, I. (2018). Kecerdasan Buatan Pada Game Edukasi Untuk Pembelajaran Bahasa Inggris Berbasis Pendekatan Heuristik Similaritas. Jurnal Sistem dan Informatika (JSI).
Yunanto, A. A., Herumurti, D., Kuswadayan, I., Hariadi, R. R., & Rochimah, S. (2019). Design and Implementation of Educational Game to Improve Arithmetic Abilities for Children. 12th International Conference on Information & Communication Technology and System (ICTS). Surabaya, Indonesia.
Yunanto, A. A., Herumurti, D., Rochimah, S., & Kuswardayan, I. (2019). English Education Game using Non-Player Character Based on Natural Language Processing. The Fifth Information Systems International Conference. Surabaya, Indonesia.
Downloads
Published
Issue
Section
License
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
Jurnal Informatika Universitas Pamulang have CC-BY-NC or an equivalent license as the optimal license for the publication, distribution, use, and reuse of scholarly work.
In developing strategy and setting priorities, Jurnal Informatika Universitas Pamulang recognize that free access is better than priced access, libre access is better than free access, and libre under CC-BY-NC or the equivalent is better than libre under more restrictive open licenses. We should achieve what we can when we can. We should not delay achieving free in order to achieve libre, and we should not stop with free when we can achieve libre.
Jurnal Informatika Universitas Pamulang is licensed under a Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)
YOU ARE FREE TO:
- Share : copy and redistribute the material in any medium or format
- Adapt : remix, transform, and build upon the material for any purpose, even commercially.
- The licensor cannot revoke these freedoms as long as you follow the license terms