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Shishibori Masami - One of the best experts on this subject based on the ideXlab platform.

  • Tsunami Evacuation Drill System Using Smart Glasses
    'Elsevier BV', 2021
    Co-Authors: Kawai Junya, Mitsuhara Hiroyuki, Shishibori Masami
    Abstract:

    Evacuation drills are commonly conducted as traditional disaster education to reduce damages from natural disasters. However participants are not always interested in or committed to such drills. To improve this situation, we focused on Edutainment and proposed game-based evacuation drill (GBED) using the Real-World Edutainment (RWE) program. There are two types of GBED systems, i.e. the Tablet-based GBED (T-GBED) and the AR and HMD-based GBED (AH-GBED). We conducted GBED at several schools and determined that it can improve student motivation for disaster prevention. Subduction-zone earthquakes frequently generate tsunamis and can cause catastrophic damage especially to coastal areas. Thus people in coastal areas must move very quickly to evacuation sites when a massive earthquake occurs. Both GBED systems cannot be used directly for tsunami evacuation drills because the participants will not want to sprint while holding a tablet or wearing a HMD and have time to stop to view the digital materials. In this study, we propose a tsunami evacuation drill (TED) and have developed a TED system. The TED system uses smart glasses (a lightweight optical see-through HMD) which allows participants to view digital materials while moving quickly

  • Web-based System for Designing Game-based Evacuation Drills
    'Elsevier BV', 2021
    Co-Authors: Mitsuhara Hiroyuki, Inoue Takehisa, Yamaguchi Kenji, Takechi Yasuichi, Morimoto Mari, Iwaka Kazuhisa, Kozuki Yasunori, Shishibori Masami
    Abstract:

    A game-based evacuation drill (GBED) using the program Real-World Edutainment is effective disaster education. For the successful GBED, an evacuation scenario and digital materials are important. We are developing a web-based system to design GBEDs through community survey, digital material creation and evacuation scenario composition. This system works with a standard web browser and allows a wide range of people to participate in the GBED design process through simple operations

Maftuh Hasan - One of the best experts on this subject based on the ideXlab platform.

  • Implementasi Konsep Edutainment Pada Pembelajaran Pendidikan Agama Islam Di Smpnegeri 1 Boyolali
    Fakultas Agama Islam UNDARIS, 2017
    Co-Authors: Maftuh Hasan
    Abstract:

    Abstrak Pelajaran Pendidikan Agama Islam selalu dipandang sebagai pelajaran yang mem­bosankan, sehingga kurang diminati oleh banyak siswa. Pelajaran Pendidikan Agama Islam yang diperoleh siswa selalu monoton dan disajikan kurang menarik oleh guru. Ada upaya untuk menciptakan suasana dan proses pembelajaran yang menyenangkan dalam dunia pendidikan yakni saat munculnya konsep Edutainment yang mencoba me­madukan antara dua aktivitas ”pendidikan” dan ”hiburan”. Tujuan penelitian yaitu untuk mengetahui implementasi konsep Edutainment pada mata pelajaran PAI di SMPN 1 Boyolali tahun 2014/2015. Penelitian ini menggunakan metode penelitian kualitatif deskriptif. Penelitian ini dilakukan di SMPN 1 Boyolali. Dengan subjek penelitian ini adalah siswa kelas VII dan guru Pendidikan Agama Islam kelas VII, dan para informan yang terdiri dari kepala sekolah dan guru bidang studi lain. Data yang dikumpulkan dengan metode observasi, wawancara, dokumentasi. Keabsahan data diperoleh melalui teknik triangulasi metode. Data yang dikumpulkan dianalisis dengan cara reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian ini menunjukkan bahwa pelaksanaan pembelajaran konsep Edutainment hanya sekedar istilah saja, tetapi ke­nyataannya belum memenuhi pembelajaran Edutainment yang sebenarnya karena konsep Edutainment harus terkonsep dengan baik, kelas di desain sedemikian rupa sesuai dengan materi terkait. Metode dan game yang dilaksanakan lebih mengarah pada model PAIKEM (Pembelajaran Aktif, Inofatif, Kreatif, Efektif dan Menyenangkan). Penggunaan video yang ditayangkan sebagai sisipan pada pembelajaran menggunakan video kartun Dodo Syamil kurang cocok untuk pembelajaran di tingkat SMP.Kata Kunci:     implementasi konsep Edutainment; Pendidikan Agama Islam Islamic Education Lessons that students get are always monotonous and presented less attractive by the teacher. There is an effort to create an atmosphere and a fun learning process in the world of education that is when the emergence of the concept of Edutainment that tries to combine the two activities of "education" and "entertainment". The purpose of this research is to know the implementation of Edutainment concept on PAI subjects in SMPN 1 Boyolali year 2014/2015. This research uses descriptive qualitative research method. This research was conducted in SMPN 1 Boyolali. With the subjects of this study are students of class VII and teachers of Islamic Education class VII, and the informants consisting of principals and teachers of other fields of study. Data collected by observation method, interview, documentation. The validity of the data is obtained through the method triangulation technique. The data collected were analyzed by data reduction, data presentation and conclusion. The results of this study indicate that the implementation of learning concept of Edutainment is just a term, but in reality has not meet the actual Edutainment learning because Edutainment concept must be conceptualized well, the class is designed in such a way according to the related material. Methods and games that are implemented more lead to the model PAIKEM (Active, Inofatif, Creative, Effective and Exciting). The use of video that is served as an insertion on learning using Dodo Syamil cartoons is less suitable for junior high school learning

Abidin, Muhammad Zainal - One of the best experts on this subject based on the ideXlab platform.

  • IMPLEMENTASI PENDEKATAN Edutainment DALAM PEMBELAJARAN PENDIDIKAN AGAMA ISLAM DI SD MUHAMMADIYAH 10 SURABAYA
    'Universitas Muhammadiyah Surabaya', 2021
    Co-Authors: Abidin, Muhammad Zainal
    Abstract:

    Penelitian ini dilatar belakangi dengan adanya masalah dalam mengimplementasikan pembelajaran Pendidikan Agama Islam menggunakan pendekatan Edutainment. Dengan adanya pembelajaran Pendidikan Agama Islam yang mengedukasi dan menghibur, maka peserta didik dapat menerimanya dengan cepat dalam daya ingatnya. Peserta didik juga mampu merespon hasil materi dengan lebih aktif dan kreatif. Tujuan dari penelitian ini dapat menerapkan pendekatan Edutainment dalam pembelajaran Pendidikan Agama Islam di SD Muhammadiyah 10 Surabaya. Jenis penelitian ini adalah penelitian lapangan yang menghimpun data primer melaului wawancara dari pihak kepala sekolah, Guru SD Muhammadiyah 10 Surabaya, dan peserta didik di SD Muhammadiyah 10 Surabaya. Adapun data Sekunder di dapat dari lieteratur dan dokumen SD Muhammadiyah 10 Surabaya. Setelah semua data terkumpul dilanjut analisis secara kualitatif dan diuraikan dalam bentu diskriptif. Hasil dari penelitian menyimpulkan bahwa kepala sekolah, guru dan peserta didik saling mendukung akan pendekatan Edutainment diterapkan di SD Muhammadiyah 10 Surabaya. Meski dalam pelaksanaannya terdapat beberapa hambatan, seperti harus menyelaraskan media dengan materi yang akan disampaikannya dan kurangnya fasilitas yang memadai serta kurangnya respon yang lebih fokus lagi dari peserta didiknya

Kevin Wong - One of the best experts on this subject based on the ideXlab platform.

  • transactions on Edutainment iv
    Lecture Notes in Computer Science, 2010
    Co-Authors: Zhigeng Pan, Adrian David Cheok, Wolfgang Muller, Xiaopeng Zhang, Kevin Wong
    Abstract:

    The Study and Design of Adaptive Learning System Based on Fuzzy Set Theory.- Modeling Personalized Learning Styles in a Web-Based Learning System.- An Emotional Agent in Virtual Learning Environment.- Lunar Surface Collaborative Browsing System for Science Museum Exhibitions.- Towards a Structural Model for Intention to Play a Digital Educational Game.- Case Study of FISS: Digital Game Based Learning for a Broad Range of Ages.- Woodment: Web-Based Collaborative Multiplayer Serious Game.- Learning with Virtual Reality: Its Effects on Students with Different Learning Styles.- Automatic Motion Generation Based on Path Editing from Motion Capture Data.- Exploration of Metaphorical and Contextual Affect Sensing in a Virtual Improvisational Drama.- Synchronizable Objects in Distributed Multimedia Applications.- Anisotropic Cloth Modeling for Material Fabric.- A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills.- An Augmented Reality Nanomanipulator for Learning Nanophysics: The "NanoLearner" Platform.- Fast Prototyping of Virtual Reality Based Surgical Simulators with PhysX-enabled GPU.- Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment.- Learning Ultrasound-Guided Needle Insertion Skills through an Edutainment Game.- Sketch-Based 3D Face Modeling for Virtual Character.- A Framework for Virtual Hand Haptic Interaction.- Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity.- A Real-Time Interactive System for Facial Makeup of Peking Opera.- Design of Educational Game: A Literature Review.

Yasunori Kozuki - One of the best experts on this subject based on the ideXlab platform.

  • game based evacuation drill using real world Edutainment
    Interactive Technology and Smart Education, 2013
    Co-Authors: Hiroyuki Mitsuhara, Takahide Sumikawa, Jun Miyashita, Kazuhisa Iwaka, Yasunori Kozuki
    Abstract:

    Purpose – Traditional evacuation drill is monotonous. Therefore, evacuation drill should be diversified to get more people interested in disaster prevention. Our idea is game-based evacuation drill using real world Edutainment (RWE). This paper aims at clarifying how RWE-based evacuation drill is realized. Design/methodology/approach – RWE provides experiential learning as the integration of Edutainment and the real world. An RWE system works on a tablet PC and presents digital contents associated with learning scenes (e.g. real world locations) according to a branched storyline. Findings – Story (branched storyline), indirect/direct competition, and augmented reality content provide multi-ending and flexible instructional support and are helpful for diversifying evacuation drill. Research limitations/implications – RWE-based evacuation drill could be accepted by more people, but a branched storyline should be carefully refined to achieve maximum effect. Social implications – RWE-based evacuation drill co...