PEMANFAATAN AUGMENTED REALITY SEBAGAI TOMBOL VIRTUAL UNTUK MELATIH DAYA INGAT SISWA TK

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Olivia Suryanto Jao
Abdul Munir S.
Hamdan Arfandy

Abstract

This research is motivated children’s ability in remembering, is the augmented reality as a virtual button can be used or not. The method used is descriptive method. The experiment was done 3 times, result of first experiment calculation indicates average student’s memory on the indicator undeveloped 20%, began to develop 40%, evolve as expected 0%, and evolve very good 40%. Second experiment undeveloped 0%, began to develop 20%, evolve as expected 40%, and evolve very good 40%. The third experiment shows undeveloped 0%, began to develop 0%, evolve as expected 20%, and evolve very good 80%. Based on the data that has been obtained, showing that there is an increase ability memory.

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How to Cite
Jao, O. S., Munir S., A., & Arfandy, H. (2018). PEMANFAATAN AUGMENTED REALITY SEBAGAI TOMBOL VIRTUAL UNTUK MELATIH DAYA INGAT SISWA TK. KHARISMA Tech, 13(1), 12-26. Retrieved from https://jurnal.kharisma.ac.id/kharismatech/article/view/248
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