首页> 外文会议>Annual Applied Science and Engineering Conference >Analysis of implementation Augmented Reality(AR)introduction of temple and ancient objects based on android to increasing student learning outcomes
【24h】

Analysis of implementation Augmented Reality(AR)introduction of temple and ancient objects based on android to increasing student learning outcomes

机译:基于Android向增加学生学习成果的寺庙和古对象的实施分析

获取原文
获取外文期刊封面目录资料

摘要

Malang is one of the tourist areas in Indonesia which has many tourist attractions,among them the form of the temple.The temple and the Archaeological Museum of history that cannot be eliminated from our country,this time temples and Archaeological Objects rarely known or even visited by the public.This is particularly worrying given the duty as good citizens,especially the younger generation successor to the nation is to maintain and preserve the cultural heritage of their ancestors,distance and time is a major obstacle that makes the temples and archaeological objects are less attractive to the younger generation especially school students,therefore designed an application that implements Augmented Reality to support the introduction of interactive learning Temples and Archaeological Objects based on Android.A questionnaire was developed using the USE Questionnaire with modifications as needed research.While the analysis of data using Likert scale calculations.Based on the results of the analysis of the implementation of the game as a learning medium can be concluded that the application can be applied and get approval from the user of 85.85%.Based on the result of student learning result test,it can be concluded that the application with Augmented Reality technology helps them to study the temples and ancient objects,with the increase of Student Learning Result of 36.67%
机译:Malang是印度尼西亚的旅游区之一,拥有许多旅游景点,其中包括寺庙的形式。寺庙和考古学博物馆无法从我国淘汰,这次寺庙和考古对象很少被众所周知或甚至访问由公众尤其令人担忧,鉴于职责是好公民,特别是年轻一代的继任者,全国的继任者是维持和保护他们的祖先的文化遗产,距离和时间是使寺庙和考古对象的主要障碍对年轻一代的特别是学校学生的吸引力不那么有吸引力,因此设计了一个实现增强现实的应用程序,以支持基于Android.A问卷的引入互动学习寺庙和考古对象的推出,使用使用调查问卷通过根据​​需要进行修改而开发。分析使用Likert Scale计算的数据。基于结果可以得出分析作为学习媒体的游戏实施,可以将应用程序应用并从用户获得85.85%的批准。基于学生学习结果考试的结果,可以得出结论,申请增强现实技术有助于他们研究寺庙和古代对象,随着36.67%的学生学习结果的增加

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号