PERANCANGAN MEDIA PEMBELAJARAN PENGENALAN PRODUK SENI BUDAYA MINANGKABAU DALAM BENTUK AUGMENTED REALITY CARD

Authors

  • Rofiq Muhammad Pascasarjana Institut Seni Indonesia Padangpanjang

Abstract

Design of Learning Media for the Introduction of Minangkabau Cultural Arts Products in the Form of Augmented Reality Cards. This design is reversed by the lack of learning media about the introduction of Minangkabau cultural arts products in the form of augmented reality cards. The approach uses SWOT analysis and is produced with 3D digital techniques in the form of an android-based application. The design of this android-based learning media aims to increase the spirit of performance for the audience, especially for children starting from the age of 9 years and above. With the existence of this android-based learning media with up-to-date digital engineering capabilities, it can add insight to the audience to play while learning so that it does not cause boredom when they want to learn. With the existence of learning media for the introduction of Minangkabau cultural art products in the form of an Android-based Augmented Reality Card, it aims to increase knowledge to the public about Minangkabau cultural art products accompanied by IT technology, so that the public can learn or get to know directly from the original form of the Minangkabau cultural art product. The achievement of this android-based learning media for the introduction of Minangkabau cultural art products The designer really hopes that this learning media will be useful for the community to know and preserve Minangkabau culture

References

Alben, L. (1996). Quality of Experience: Defining the Criteria for Effective Interaction Design. Interactions, 3(3), 11-15.

Arief, S. (1990). Media Pendidikan, Pengertian Pengembangan dan Pemanfaatan. Jakar-ta: Rajawali.

Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6 (4), 355-385.

Banoe, P. (2003). Kamus musik. Kanisius.

Binanto, I. (2010). Multimedia digital-dasar teori dan pengembangannya. Penerbit Andi.

Buchari, A., Sentinuwo, S. R., & Karouw, S. D. (2015). Implementasi Augmented Reality warisan Budaya Berwujud di Museum Propinsi. Jurnal Teknik Informatika, 6(1).

Desi Prapita, E. (2009). Evektivitas Media Kartu Kata Bergambar Terhadap Prestasi Belajar Siswa pada Pokok Bahasan Ekosistem Kelas VII SMPN 1 Jaten Tahun Ajaran 2008/2000.

Hamalik, O. (1994). Media Pendidikan, cetakan ke-7. Bandung: Penerbit PT. Citra Aditya Bakti.

Kotler, P., & Keller, K. L. (2009). Marketing management. 1. vyd. Praha: Grada, 2007, 788 s.

Kusrianto, Adi. (2007). Pengantar Desain Komunikasi Visual. Yogyakarta: Andi Offset.

Ladjamudin, A. B. B. (2005). Analisis dan desain sistem informasi. Yogyakarta: Graha Ilmu, 1, 1-6.

Latuheru, J. D. (1998). Media Pembelajaran dalam Proses Belajar Mengajar. Jakarta: Depdikbud.

Malinowski, B. (2014). A Scientific Theory of Culture and Other Essays: [1944]. Routledge.

Nafisah, S. (2003). Grafika Komputer. Yogyakarta: Graha Ilmu.

Rustan, S. (2009). LAYOUT dasar dan penerapannya. Jakarta: PT. Gramedia Pustaka Utama.

Safanayong, Y. (2006). Desain komunikasi visual terpadu. Jakarta: Arte Intermedia.

Sanyoto, D. Sadjiman Ebdi. (2006). Metode Perancangan Komunikasi Visual Periklanan.

Sedyawati, E. (1992). Sistem Kesenian Nasional Indonesia: sebuah renungan.

Sutanto, T. (2005). Sekitar Dunia Desain Grafis/Komunikasi Visual. Pura-pura jurnal DKV ITB Bandung, 2, 15-16.

Sihombing, D. (2001). Tipografi dalam desain grafis. Gramedia Pustaka Utama.

Sudjana, N., & Rivai, A. (1990). Media Pengajaran: penggunaan dan pembuatannya. CV Sinar Baru, Bandung.

Sutanto, T. (2005). Sekitar Dunia Desain Grafis/Komunikasi Visual. Pura-pura jurnal DKV ITB Bandung, 2, 15-16.

Tinarbuko, Sumbo. 2015. DEKAVE: Desain Komunikasi Visual. Yogyakarta: Caps Publishing

West, R., & Turner, L. (2007). Communication theory: Analysis and application.

Wibowo, Ibnu Teguh. 2013. Belajar Desain Grafis. Yogyakarta: Buku Pintar.

Published

2024-07-07

How to Cite

Muhammad, R. (2024). PERANCANGAN MEDIA PEMBELAJARAN PENGENALAN PRODUK SENI BUDAYA MINANGKABAU DALAM BENTUK AUGMENTED REALITY CARD. Cemara Education and Science, 2(2). Retrieved from http://cemarajournal.com/journal/index.php/ces/article/view/115