Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021)

Sharing Space Experiences through Augmented Reality as An Alternative Educational Game to Introduce Historic Buildings in Semarang Old Town

Authors
Apsari Retno Wiratmi1, *, Intan Rizky Mutiaz2
1Institut Teknologi Bandung, Indonesia
2Institut Teknologi Bandung, Indonesia
Corresponding address: apsariretnow@gmail.com
Corresponding Author
Apsari Retno Wiratmi
Available Online 28 December 2021.
DOI
10.2991/assehr.k.211228.036How to use a DOI?
Keywords
Educational Games; Augmented Reality; Gamification; Immersive; Heritage Value; Semarang Old Town
Abstract

Augmented Reality, became one of the breakthroughs to introduce the heritage value of Semarang Old Town to the younger generation. Heritage value consisting of non-material value, namely the history of struggle and development of Semarang Old Town, and material value consisting of colonial-era historical buildings in Semarang Old Town. This study aims to analyze Augmented Reality technology as part of gamification in educational games used to introduce the heritage value of Semarang Old Town. Augmented Reality offers an immersive experience in the learning process of Semarang Old Town. Augmented Reality characters are interactive, real-time with interesting games, and contain elements of challenges are expected to increase the interest of the younger generation to get to know Semarang old town. Being one of the cultural heritage with colonial-era buildings that are hundreds of years old, Semarang Old Town is witnessing the history of Semarang city’s glory. Semarang Old Town is a living heritage that bequeaths an important and unique historical value for the formation and development of Semarang City. Unfortunately, efforts to introduce the historical value of Semarang Old Town have not been optimal. The problem is historical learning tends to be undesirable, complicated, and memorized a lot. And also about how to create an introductory media that is able to attract the attention of the younger generation to know the historical value of Semarang Old Town. This study uses qualitative analysis. Conducted through literature studies, field surveys, and interviews related to Semarang Old Town to obtain primary data. Primary data will be analyzed to identify the right gamification to introduce the heritage value of Semarang Old Town through educational games. This research resulted in a gamification analysis in an augmented reality-based educational game that contains knowledge about the heritage value of Semarang Old Town.

Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

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Volume Title
Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
28 December 2021
ISBN
10.2991/assehr.k.211228.036
ISSN
2352-5398
DOI
10.2991/assehr.k.211228.036How to use a DOI?
Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

Cite this article

TY  - CONF
AU  - Apsari Retno Wiratmi
AU  - Intan Rizky Mutiaz
PY  - 2021
DA  - 2021/12/28
TI  - Sharing Space Experiences through Augmented Reality as An Alternative Educational Game to Introduce Historic Buildings in Semarang Old Town
BT  - Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021)
PB  - Atlantis Press
SP  - 279
EP  - 286
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.211228.036
DO  - 10.2991/assehr.k.211228.036
ID  - Wiratmi2021
ER  -