Development Multimedia Learning of Introduction of Animals using
Augmented Reality Technology for Early Childhood Education
Programs
Rajanner Dewana, Trudi Komansilan, Peggy Togas, and Olivia Eunika Selvie Liando
Universitas Negeri Manado, North Sulawesi, Indonesia
Keywords: Multimedia Learning, Augmented Reality, Android, Early Childhood Education Programs
Abstract: The objectives of this study is to develop multimedia learning of animal introduction using augmented reality
technology for early childhood education, to discover the feasibility level of the developed product, and to
find whether application is running well or not. The method that used in this research is Multimedia
Development Life Cycle system which has six stages, that consist of Design, Obtaining Content Material,
Assembly, Testing, and Distribution. The developed product are testing at an alpha test stage involving a
media expert, while the beta test involves two parents as a guide. The results are showed that the multimedia
learning of animal introduction can be used by early child guided by parents as learning resource using
augmented reality technology, the developed product is considered very appropriate based on expert material
judgment, media experts, and test subjects, and the application had been running well and no errors that occur
during the operation of the application.
1 INTRODUCTION
In the introduction of animals for early childhood
there is a lack of learning aids that can visualize
objects for the animals themselves. The limited itself
such as a viewpoint that provided by books or videos,
that not make the whole picture of the 3d object,
which results in children only being able to see from
a limited perspective. The reason why learning aids
are needed because of limited funds and time to look
directly at animal habitat or to animal care providers
such as zoos. The location of the existing zoo has a
far location and cannot be reached by parents. This
makes early age children unable to make good
observations of animal recognition in that age. To
overcome this problem, a media can be used as an
intermediary to visualize the animals.
Multimedia learning used in this study are form as
an introduction model. The intended introduction
model is a program designed to act as an introduction
application for children. While augmented reality is
needed as a solution to visualize these animals.
Augmented reality is a technology that combines
two-dimensional or three-dimensional virtual objects
into a real three-dimensional environment and then
projected these objects in real time(Furhat, 2011).
The existence of this technology is capable of
displaying virtual objects in the real world is getting
a high response from android users. This can be seen
from one of the Android-based games that use
augmented reality technology, Pokemon Go.
Pokemon go is one of the games with daily active
users approaching the popular Twitter service on the
Android platform (Similarweb.com, 2016).
Based on the description above, researchers are
interested in developing multimedia learning that will
help early childhood to learn animal recognition
based on augmented reality. This multimedia learning
consists of a handbook and a mobile application for
Android. Multimedia learning is a medium that is
useful to guide children to learn independently with
parents or teachers as facilitators.
2 METHOD
This study aims to develop an interesting and
interactive learning media using Augmented Reality
by utilizing the camera features on an Android
Smartphone. The type of research used in this
research is MDLC (Multimedia Development Life
Cycle) where this method has 6 stages, namely
326
Dewana, R., Komansilan, T., Togas, P. and Liando, O.
Development Multimedia Learning of Introduction of Animals using Augmented Reality Technology for Early Childhood Education Programs.
DOI: 10.5220/0009010703260329
In Proceedings of the 7th Engineering International Conference on Education, Concept and Application on Green Technology (EIC 2018), pages 326-329
ISBN: 978-989-758-411-4
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
concept, design, collecting material, assembly,
testing and distribution (Bintaro, 2015). The cycle of
MDLC is depicted in Figure 1.
Figure 1: Multimedia Development Life Cycle.
In this study the first test was conducted by media
experts. This media expert test to assess and evaluate
products before being tested on parents who will
guide this application to early childhood. This media
test is included in the alpha test. After that the beta
test was carried out on two parents.
Development that will be carried out to make this
learning media begin with the presurvey stage. The
goal is to do research on material needs analysis, what
is the topic of discussion on this products that will be
develop, and what also the facilities and infrastructure
that are available for the product application.
The next stage was carried out with the MDLC
development model. These stages are: first is concept,
this application made is aimed at early childhood
(AUD) accompanied by parents as mentors. This
application will certainly contains educational values
for the early childhood. Development of learning
multimedia using Augmented Reality technology is
made based on mobile (android) with the extension
.apk (Android Package File).
Second, at the design stage. At this stage the
researcher will begin the design of the application, the
researcher will do the design in the form of a
storyboard and design the navigation structure in the
form of a menu hierarchy as shown in Figure 2.
Figure 2: Hierarchy.Menu.
The third is the Obtaining Content Material stage,
where at this stage, the author has collected materials
that are suitable for applications such as logic links,
scripts, images, animation, music and videos. the
content used is self-made or takes various sources.
The following is an example of the content that has
been obtained by the author. Figure 3, Figure 4,
Figure 5 and Figure 6 show obtaining content
material.
Figure 3: Obtaining Content Material.
Figure 4: Obtaining Content Material.
Figure 5: Obtaining Content Material.
Development Multimedia Learning of Introduction of Animals using Augmented Reality Technology for Early Childhood Education
Programs
327
Figure 6: Obtaining Content Material.
The fourth stage is the Assembly stage, at this
stage including determining the button icons that will
be used in making the application, the icon comes
from searching on the internet and there are also
homemade results using Adobe Illustrator and Adobe
Photoshop. In processing material content such as
images, sounds, animations, videos and others, they
are selected and separated according to a
predetermined concept, at this stage researchers
prefer images that attract children's attention. After
processing the content created, the next process is
making an application using Open Space 3D where
all the content that has been wrapped with the script
and also the logic link will be processed and made
into a .xos format project.
The fifth stage is the testing phase where when the
application has been completed, the system is tested
and tested by media and user experts, where the test
aims to find out whether the multimedia learning
application is in accordance with the plan and
whether it is functioning properly. The two stages in
testing, namely alpha test and beta test. (1) Alpha test,
product testing at this testing stage involves a media
expert and one parent. (2) Beta test, will involve two
parents who act as early childhood counselors.
Data collection techniques used in this study were
interviews and questionnaires. (1) interviews, in this
study interviews were conducted to obtain data during
the needs analysis process when conducting
presurvey. These needs analysts are the basis for
developing learning multimedia products. (2)
questionnaire, this data collection technique is carried
out by giving a questionnaire containing questions
that must be answered by the respondent. The nature
of the questionnaire is closed, where the respondent
has been given a choice of answers so that the
respondent just chooses an answer that is in
accordance with the respondents' beliefs. Data
collection techniques through questionnaires were
carried out during the alpha test by media experts and
parents. The guidelines
for instrument score scoring
scale is shown in Table 1.
Table 1. Guidelines for Instrument Score Scoring Scale.
Qualitative Data Score
Very Feasible 4
Feasible 3
Less Feasible 2
Very Less Feasible 1
3 RESEARCH RESULTS AND
DISCUSSION
This study aims to develop an interesting and
interactive learning media using Augmented Reality
by utilizing the Android Smartphone camera features.
The type of research used in this study is MDLC
(Multimedia Development Life Cycle) where this
method has 6 stages, namely concept, design,
collecting material, assembly, testing and
distribution.
Next, product trials included alpha test and beta
test. The alpha test was carried out by two material
experts and two media experts. Beta test was
conducted by three students. The material expert
evaluates learning material from the material aspects
and aspects of learning. Media experts evaluate the
aspects of appearance, media aspects, and technical
aspects. The results of the media evaluation and the
material are used to revise the product. After the
revision is done, then a beta test is conducted to obtain
responses or input from students regarding the
product being developed.
EIC 2018 - The 7th Engineering International Conference (EIC), Engineering International Conference on Education, Concept and
Application on Green Technology
328
In the alpha test the results obtained from two
media experts and two material experts can be seen in
Table 2 and Table 3.
Table 2: Material Experts Result.
Material Expert Average Category
1 3,4 Very Feasible
2
3,4 Very Feasible
The assessment results found that the average
total value of the two material experts was 3.40. based
on the conversion table, this value is categorized as
"very feasible". And these results indicate that the
products developed are suitable for use as multimedia
learning for early childhood education by improving
the parts according to the advice of media experts.
Table 3. Media Experts Result.
Media Expert Average Category
1 2,8 Feasible
2
3,9 Very Feasible
Based on the data shown in the table above, it was
found that the value of validation by media experts on
learning multimedia products was 3.37. based on
conversion tables, this value is categorized as "very
feasible" and can be tested on students.
The results of the beta test given to 3 students
were obtaining a mean score of 3.52 in a very feasible
category. therefore the multimedia learning produced
is very feasible to be used as a learning medium for
animal recognition material.
Student learning outcomes at pre-test before using
learning multimedia averaged 27.70. while the
student's post test after using augmented reality based
learning media has a mean of 82.91. This shows that
the products used can improve the achievement of
students' cognitive learning outcomes on animal
recognition material. Thus it can be concluded that
the learning multimedia products introduction of
computer components using augmented reality
technology can improve student learning outcomes.
4 CONCLUSIONS
Multimedia learning is developed through the
MDLC stage. The purpose of this research is to
produce learning multimedia products using
augmented reality technology. This technology is
interesting and interactive to be used as a learning
medium for early childhood. The material in this
learning multimedia product is equipped with text,
images, animation, sound, and video that are
packaged in .apk file format and stored in compact
disk (CD).
This multimedia product has been evaluated
based on alpha test and beta test by two material
experts, two media experts, and based on responses
from three students. The results are categorized as
"very feasible", thus it can be concluded that this
learning multimedia product is appropriate even
though there are some parts that need to be revised.
After revision, the learning multimedia products were
tested for their usefulness by giving pre-test and post-
test questions to two parents.
The use of this product for parents should follow
the following steps: (a) Before using a multimedia
learning program, parents must understand and
explain to the child how to operate this multimedia
learning program; (b) Submission of material begins
with explaining the purpose of learning so that the
child can have a shadow of the material to be
presented.
As for future development, this media can be add
by more collection of animal, so that will be a
comprehensive application that can covered many
species of animal..
ACKNOWLEDGEMENTS
If any, should be placed before the references section
without numbering.
REFERENCES
Furht, B. (2011). Handbook of augmented reality. New
York: Springer.
Similarweb.com. (2016). Pokemon go: the data behind
america’s latest obsession.
https://www.similarweb.com/blog/pokemon-go.
access date August 20th 2016.
Bintaro, I., (2015). Tinjauan Metode Pengembangan
Perangkat Lunak Multimedia Yang Sesuai Untuk
Mahasiswa Tugas Akhir. Seminar Nasional Rekayasa
Komputer dan Aplikasinya 2015
Development Multimedia Learning of Introduction of Animals using Augmented Reality Technology for Early Childhood Education
Programs
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