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Proceedings of the 6th International Conference on Innovation in Education, Science, and Culture, ICIESC 2024, 17 September 2024, Medan, Indonesia

Research Article

Learning Media Needs Analysis Using Augmented Reality Educational Games

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  • @INPROCEEDINGS{10.4108/eai.17-9-2024.2352859,
        author={Muhammad  Dominique Mendoza and Olnes  Hutajulu and R  Rahmadani and Ishaq  Matondang and Ressy  Dwitias Sari},
        title={Learning Media Needs Analysis Using Augmented Reality Educational Games},
        proceedings={Proceedings of the 6th International Conference on Innovation in Education, Science, and Culture, ICIESC 2024, 17 September 2024, Medan, Indonesia},
        publisher={EAI},
        proceedings_a={ICIESC},
        year={2025},
        month={1},
        keywords={learning media educational games augmented reality learning needs},
        doi={10.4108/eai.17-9-2024.2352859}
    }
    
  • Muhammad Dominique Mendoza
    Olnes Hutajulu
    R Rahmadani
    Ishaq Matondang
    Ressy Dwitias Sari
    Year: 2025
    Learning Media Needs Analysis Using Augmented Reality Educational Games
    ICIESC
    EAI
    DOI: 10.4108/eai.17-9-2024.2352859
Muhammad Dominique Mendoza1,*, Olnes Hutajulu1, R Rahmadani2, Ishaq Matondang1, Ressy Dwitias Sari1
  • 1: Universitas Negeri Medan
  • 2: PTIK-FT, Universitas Negeri Medan, Indonesia
*Contact email: aenaen@unimed.ac.id

Abstract

The field of learning media constantly adapts to advancements in technology, encompassing print technology, audiovisual media, computer-based media, and the integration of print and computer technologies. Augmented Reality (AR) technology enables the integration of print and computer technologies, allowing for the combination of media in a learning environment. Augmented reality (AR) is a technology that integrates virtual elements into the real world in real-time. A computer network system consists of hardware, software, transmission media, network topology, and security. Currently, the process of teaching media to recognize network topology is still repetitive, mostly relying on visual aids such as photos, books, or other projection tools. By employing Augmented Reality technology, it becomes possible to seamlessly integrate virtual elements into the physical environment. This enables the transformation of items into three-dimensional representations, so enhancing the learning process and fostering students curiosity.

Keywords
learning media educational games augmented reality learning needs
Published
2025-01-14
Publisher
EAI
http://dx.doi.org/10.4108/eai.17-9-2024.2352859
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