Batik AR ver.1.0: Augmented Reality application as gamification of batik design using waterfall method

Open

B. Sobandi, S.C. Wibawa, T. Triyanto, S. Syakir, A. Pandanwangi, S. Suryadi, A. Nursalim, H. Santosa

2021 Journal of Physics: Conference Series Vol. 1987 Issue 1 Conference paper Cited by 14 Quartile

Abstract

During the Covid-19 pandemic, it's time to implement asynchronous learning. The problem is, elementary school students have difficulty learning cultural arts, especially batik design. This study aims to create an application base on augmented reality (AR) with batik design content that can be used to introduce batik design as cultural art to elementary school students. The method used in developing this application is a waterfall which consists of (1) feasibility study, (2) requirements, (3) System design, (4) Encoding, (5) Testing system, (6) Acceptance Test. The results of this study were the validators rated more than 85% of media validation consisting of the quality of visual and auditory perceptions, ease of interaction, ease of interaction, and ease of use, while user responses consisted of 80% efficiency, 85% usability, 78% cognitive absorption, and enjoyment. 87%. This implies that the AR application can provide benefits for students who learn cultural sessions, especially batik design. © Published under licence by IOP Publishing Ltd.

Affiliations

Arts Education, Universitas Negeri Semarang, Semarang, Indonesia; Informatics Department, Universitas Negeri Surabaya, Surabaya, Indonesia; Department of Fine Arts, Universitas Negeri Semarang, Semarang, Indonesia; Department of Fine Arts, Universitas Kristen Maranatha, Bandung, Indonesia; Department of Visual Arts Education, Universitas Pendidikan Indonesia, Bandung, Indonesia