User interface model for Indonesian Animal apps to kid using Augmented Reality
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Concentrations possessed on children are minimal compared to adults. It affects the learning patterns for the children. The applied model of learning should be more interesting. The problem that occurs in the study of Indonesian's animals for a child, that children can't imagine or visualize the forms, movements, and sounds of animals. Therefore, it needs other instructional media for learning animal such as smartphone apps. This study is about designing apps for Indonesian Animal Introduction using Augmented Reality Technology. With Augmented reality technology in the apps give a good impact to the child because with AR children can feel the real shape of the animal and can help children to remember and imagine the shape of the object quickly. The approach is taken to design the application prototype is Goal-Directed Design following the needs and goals of users in learning about the animal from Indonesia. The prototype tested its usability level using QUIM. From prototype test results get the value with a percentage of 91%, so it concluded that the usability level of the application of learning to know animals from Indonesia is following the characteristics of early childhood.
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