Perancangan Aplikasi Augmented Reality Untuk Meningkatkan Berbahasa Batak Toba Pada Siswa Sekolah Dasar Dengan Metode Pembelajaran Gamefication

Authors

  • Heryanto Marpaung Universitas Harapan Medan
  • Ari Usman Universitas Harapan Medan
  • Arif Budiman Universitas Harapan Medan

Keywords:

Applications, Culture, Batak, Learning, Augmented Reality

Abstract

Many Indonesian cultures have changed in the current generation because they are considered ancient and ignore
cultural customs. Unfortunately, the culture that has changed is one of the Batak cultures in the North Sumatra
region. Even though the Batak culture originates from North Sumatra, there are still many children of the current
generation who do not understand how to use the Batak language, let alone use the Batak language properly and
correctly around us. This research created an application based on Augmented Reality (AR) which provides
understanding and learning of Toba Batak culture and language as well as learning about Batak culture and Batak
cultural customs. Augmented Reality is a technology that combines real-time computer-generated digital content
with the real world. This research uses the gamification learning method used in this application to make learning
the Toba Batak language culture more enjoyable in learning about Toba Batak culture and language properly and
correctly and understand how to use the Toba Batak language well by providing a quiz game that involves the use
of the language. Toba Batak can be understood well by children, children participate more actively in learning and
experience an increase in Toba Batak language skills. In the end, a Toba Batak language culture learning
application was created which aims to learn and know the Toba Batak language well and correctly which will be
used by today's generation and improve the ability to speak the Toba Batak language well and correctly

Downloads

Published

2023-12-19

How to Cite

Heryanto Marpaung, Ari Usman, & Arif Budiman. (2023). Perancangan Aplikasi Augmented Reality Untuk Meningkatkan Berbahasa Batak Toba Pada Siswa Sekolah Dasar Dengan Metode Pembelajaran Gamefication. SNASTIKOM, 2(1), 65–72. Retrieved from https://prosiding.snastikom.com/index.php/SNASTIKOM2020/article/view/79