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dc.contributor.authorUstia, Nurul
dc.contributor.authorSudarmilah, Endah
dc.date.accessioned2016-08-05T01:00:20Z
dc.date.available2016-08-05T01:00:20Z
dc.date.issued2016-08-01
dc.identifier.citationAzuma, R.T. 1997. A Survey of Augmented Reality. Malibu, Carniforia. Publisher: Hughes Research Laboratories. Azwar, Saifuddin. 1988. Sikap Manusia Teori dan Pengukuran. Liberty: Yogyakarta. Dewanto, I. J. 2004. System Development Life Cycle Dengan Beberapa Pendekatan. Jurnal FASILKOM Vol. 2 No.1. Sudarmilah, E., Ferdiana, R., Susanto, A. & Ramdhani, N. 2013. Tech review: Game platform for upgrading counting ability on preschool children. International Conference on Information Technology and Electrical Engineering (ICITEE), 2013, pp. 226–231. Gunawan, C., Susanto, J. & Vosen. 2013. Aplikasi Perangkat Ajar Pengenalan Seni Dan Budaya Indonesia “Petualangan Sibi” Untuk Sekolah Dasar Kelas Vi. Jakarta. Publisher: Universitas Bima Nusantara. Hendrilianti, Y. & Wariatunnisa, A. 2010. Seni Tari untuk SMA/MA Kelas X, XI, dan XII. Jakarta. Publisher: PT Sinergi Pustaka Indonesia. Indrawaty, Y. & Bakhtiar, M. Y. 2013. Implementasi Model Skenario Petri Net Pada Multimedia Interaktif Pembelajaran Kimia. Publisher: Institut Teknologi Nasional. Matondang, Zulkifli. 2009. Validitas dan Reliabilitas Suatu Instrumen Penelitian. Publisher: Universitas Negeri Medan. Rouf, Abdul. 2012. Pengujian Perangkat Lunak Dengan Menggunakan Metode White Box Dan Black Box. Semarang. Publisher: STIMIK HIMSYA Semarang. Satrioadi, R. B. 2014. Pengenalan Budaya Papua Dengan Augmented Reality Berbasis Android. Surakarta. Publisher: Universitas Muhammadiyah Surakarta. Wahyudi, I. 2015. Aplikasi Ensiklopedia Tarian Tradisional Dan Sejarahnya Berbasis Android. Yogyakarta. Publisher: AMIKOM Yogyakarta. Widiastuti, N.I & Setiawan. I. 2012. Membangun Game Edukasi Sejarah Walisongo.Bandung, Publisher: UNIKOM.in_ID
dc.identifier.issn2477-3328
dc.identifier.urihttp://hdl.handle.net/11617/7468
dc.description.abstractTraditional dance is one of the results of culture form of dance for generations by people in Indonesia. Currently, we require new innovations to attract people and students, in recognizing the traditional dance of Indonesia. Therefore, the writer made augmented reality edugame to attract interest in learning and developing the traditional dance of Indonesia. The method used was SDLC (System Development Life Cycle) method on waterfall model. Augmented reality application on Edugame to Identify Traditional Dance of Indonesia was able to teach movement and dance information learned by the students described in this paper.in_ID
dc.language.isoenin_ID
dc.publisherUniversitas Muhammadiyah Surakartain_ID
dc.subjectAugmented Realityin_ID
dc.subjectEducational Gamein_ID
dc.subjectIndonesiain_ID
dc.subjectTraditional Dancein_ID
dc.titleEdugame of Traditional Dance of Indonesia with Augmented Realityin_ID
dc.typeArticlein_ID


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