Preliminary Evaluation of Augmented Reality for Learning Indonesia's Endemic Animal
Keywords:
Augmented Reality, Teaching and Learning,Education, Animals, 3DAbstract
In this experiment, an Augmented Reality (AR)application is used to improve students' learning outcomes in school. We proposed ARnimal, an app based on Augmented Reality (AR) technology. ARnimal helps students learn new things about Indonesia's Endemic Animal on the app. ARnimal also included a 3D view and animal description. 3D-based learning makes it easier for the students to visualize learning materials because they can see the animal's habitats in 3D. In this paper, we conduct the experiment based on the respondent's background in efficiency, learning, and engagement. Respondents involved 18 people who were divided into two groups based on their experience with AR, namely experienced with AR and never used AR. The results showed that there was no significant difference in efficiency, engagement, and learning based on the respondent's background (p > .005)
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