Media Pembelajaran Pengenalan Sandi Semaphore Menggunakan Augmented Reality

  • Sugianto C
  • Tjahyo A
N/ACitations
Citations of this article
41Readers
Mendeley users who have this article in their library.

Abstract

Submission of Semaphore material at Mutiara 5 Lembang Middle School is available in the boy scout book and is only in the form of 2-dimensional images and can also be delivered by the scoutmaster. In this case the delivery of the material for the Semaphore still has shortcomings. Therefore this study aims to build visual learning media to convey information about semaphore code using augmented reality. In order to provide more detailed knowledge about semaphore code actively, creatively and educatively. It is expected that with the function of converting text into semaphore code, students can see the visualization of semaphore code movements in real time. So that this application can be a new tool in improving the semaphore code learning method than before in the form of books. By using the Multimedia Develpoment Life Cycle method, in the testing phase by distributing UAT to 25 scout students and one coach showed 86.5% of results stated very good.

Cite

CITATION STYLE

APA

Sugianto, C. A., & Tjahyo, A. N. (2019). Media Pembelajaran Pengenalan Sandi Semaphore Menggunakan Augmented Reality. Jurnal ICT : Information Communication & Technology, 18(1), 41–48. https://doi.org/10.36054/jict-ikmi.v18i1.46

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free