{"id":6904,"date":"2020-05-08T16:54:08","date_gmt":"2020-05-08T09:54:08","guid":{"rendered":"http:\/\/binus.ac.id\/bandung\/?p=6904"},"modified":"2021-01-28T17:28:09","modified_gmt":"2021-01-28T10:28:09","slug":"gamification-augmented-reality-sebagai-media-pembelajaran-anak-usia-dini","status":"publish","type":"post","link":"https:\/\/binus.ac.id\/bandung\/2020\/05\/gamification-augmented-reality-sebagai-media-pembelajaran-anak-usia-dini\/","title":{"rendered":"Gamification Augmented Reality sebagai Media Pembelajaran Anak Usia Dini"},"content":{"rendered":"<p style=\"text-align: center\">Oleh: Mochammad Haldi Widianto<\/p>\n<p>AR (Augmented Reality) banyak digunakan untuk media pembelajaran oleh universitas universitas ternama di Indonesia<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6906\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2020\/05\/artikel-1.jpg\" alt=\"\" width=\"275\" height=\"183\" \/><\/p>\n<p><a href=\"https:\/\/www.google.com\/url?sa=i&amp;url=https%3A%2F%2Fwww.smarteye.id%2Fblog%2Fcontoh-augmented-reality%2F&amp;psig=AOvVaw0Roh78Jj3A8vg-LjWCP-nI&amp;ust=1589000193520000&amp;source=images&amp;cd=vfe&amp;ved=0CAIQjRxqFwoTCPDM54m9o-kCFQAAAAAdAAAAABAD\">https:\/\/www.google.com\/url?sa=i&amp;url=https%3A%2F%2Fwww.smarteye.id%2Fblog%2Fcontoh-augmented-reality%2F&amp;psig=AOvVaw0Roh78Jj3A8vg-LjWCP-nI&amp;ust=1589000193520000&amp;source=images&amp;cd=vfe&amp;ved=0CAIQjRxqFwoTCPDM54m9o-kCFQAAAAAdAAAAABAD<\/a><\/p>\n<p>&nbsp;<\/p>\n<p>lingkungan belajar secara onlinisasi telah menjadi terkenal. Pengajar disini perlu meningkatkan penggunaan teknologi sebagai dukungan yang layak mereka tawarkan oleh pendidik dan instansi pendidikan. Lebih khusus di kursus-kursus berbasis online, siswa tidak perlu menghadiri kelas dan menyelesaikan tugas atau PR di waktu yang mereka inginkan, dan hasilnya dapat dengan mudah divisualisasikan oleh penngajar atau dosen. Namun, menjaga siswa tetap terlibat dan menghindari pikiran ingin putus sekolah adalah salah satu tantangan terbesar yang ada pada Gen Z ini.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-6907\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2020\/05\/artikel-2.jpg\" alt=\"\" width=\"560\" height=\"375\" srcset=\"https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2020\/05\/artikel-2.jpg 560w, https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2020\/05\/artikel-2-480x321.jpg 480w\" sizes=\"auto, (max-width: 560px) 100vw, 560px\" \/><\/p>\n<p><a href=\"https:\/\/www.google.com\/url?sa=i&amp;url=http%3A%2F%2Fayahkita.blogspot.com%2F2012%2F07%2Fsepenggal-kisah-anak-mogok-sekolah-dan.html&amp;psig=AOvVaw31AOMv6SoKHDRDyByMCo4A&amp;ust=1589000954118000&amp;source=images&amp;cd=vfe&amp;ved=0CAIQjRxqFwoTCPjRyfK_o-kCFQAAAAAdAAAAABAD\">https:\/\/www.google.com\/url?sa=i&amp;url=http%3A%2F%2Fayahkita.blogspot.com%2F2012%2F07%2Fsepenggal-kisah-anak-mogok-sekolah-dan.html&amp;psig=AOvVaw31AOMv6SoKHDRDyByMCo4A&amp;ust=1589000954118000&amp;source=images&amp;cd=vfe&amp;ved=0CAIQjRxqFwoTCPjRyfK_o-kCFQAAAAAdAAAAABAD<\/a><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Gamifikasi terutama menggunakan Augmented Reality adalah strategi untuk meningkat keterlibatan siswa dengan memasukkan elemen game ke dalam pembelajaran. Hal Ini bertujuan untuk meningkatkan tingkat keterlibatan dan dedikasi. Tujuan lain dari gamification dalam pendidikan adalah meningkatkan keterampilan tertentu, seperti bertambahnya tantangan yang memberi tujuan \/ konteks untuk belajar, dan daya kolaborasi siswa, memaksimalkan pembelajaran, dan mempromosikan perubahan perilaku dan sosialisasi.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-6908\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2020\/05\/artikel-3-640x408.jpg\" alt=\"\" width=\"433\" height=\"276\" srcset=\"https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2020\/05\/artikel-3-640x408.jpg 640w, https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2020\/05\/artikel-3-480x306.jpg 480w, https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2020\/05\/artikel-3-768x489.jpg 768w, https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2020\/05\/artikel-3.jpg 910w\" sizes=\"auto, (max-width: 433px) 100vw, 433px\" \/><\/p>\n<p>https:\/\/www.google.com\/url?sa=i&#038;url=https%3A%2F%2Fwww.beritasatu.com%2Fiptek%2F323849-octagon-studio-garap-teknologi-augmented-reality-untuk-dunia-pendidikan&#038;psig=AOvVaw3DIPv03mFgfpt-h2iif8NG&#038;ust=1589002744663000&#038;source=images&#038;cd=vfe&#038;ved=0CAIQjRxqFwoTCIC3nsnGo-kCFQAAAAAdAAAAABAD<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Keuntungan juga didapatkan oleh developer software AR ini, sang konsultan dan developer juga membantu tugas pendidik untuk mengatasi masalah-masalah pendidikan ini. Kemajuan teknologi yang sangat pesat juga menjadikan pendidikan konvensional terlihat sangat kuno dan tidak \u201ckeren\u201d dimata siswa. Beberapa universitas sudah melakukan pengembangan terhadap pendidikan salah satunya adalah kampus Bina Nusantara, Program Studi Teknik Informasi Kampus Bandung.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>Referensi<\/p>\n<p>2019 IEEE (ICALT) \u201cStudying the impact of gamification on learning and engagement of introverted and extroverted students\u201d , Rodrigo Smiderle, Leonardo Marques, Sandro J. Rigo, Brazil<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Oleh: Mochammad Haldi Widianto AR (Augmented Reality) banyak digunakan untuk media pembelajaran oleh universitas universitas ternama di Indonesia https:\/\/www.google.com\/url?sa=i&amp;url=https%3A%2F%2Fwww.smarteye.id%2Fblog%2Fcontoh-augmented-reality%2F&amp;psig=AOvVaw0Roh78Jj3A8vg-LjWCP-nI&amp;ust=1589000193520000&amp;source=images&amp;cd=vfe&amp;ved=0CAIQjRxqFwoTCPDM54m9o-kCFQAAAAAdAAAAABAD &nbsp; lingkungan belajar secara onlinisasi telah menjadi terkenal. Pengajar disini perlu meningkatkan penggunaan teknologi sebagai dukungan yang layak mereka tawarkan oleh pendidik dan instansi pendidikan. Lebih khusus di kursus-kursus berbasis online, siswa tidak perlu menghadiri kelas [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[116],"tags":[],"class_list":["post-6904","post","type-post","status-publish","format-standard","hentry","category-computer-science"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.5 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Gamification Augmented Reality sebagai Media Pembelajaran Anak Usia Dini | BINUS UNIVERSITY BANDUNG - Kampus Teknologi Kreatif<\/title>\n<meta name=\"description\" content=\"Apa itu Gamification Augmented Reality? 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