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Utilization of Augmented Reality in Conservation Folklore Riezka Maghfirah; Naiza Ferona; M Fitra Waldi; Alfin Syatriawan; Arnawan Hasibuan
Proceedings of International Conference on Multidisciplinary Engineering (ICOMDEN) Vol. 2 (2024): Proceedings of International Conference on Multidisciplinary Engineering (ICOMDEN)
Publisher : Faculty of Engineering, Malikussaleh University

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Abstract

Folklore is a national cultural heritage that still has values ​​that should be developed and utilized for present and future life. Previously, folk tales were spread by word of mouth until finally the stories were known to many people, therefore folk tales were included in oral literature. In folklore there are many life messages that can be implemented in everyday life in order to become a better human being. However, it is a shame that folklore now sounds foreign to society, especially among children and teenagers. Seeing this problem, researchers offer a solution that can restore people's interest, especially teenagers and children, in folklore. By incorporating today's technology into folklore, it will help attract people's interest, especially teenagers and children, to return to reading folklore. Augmented Reality is a technology that can integrate computer objects, both two-dimensional and three-dimensional, into a real environment. This research uses a quantitative approach. Data collection was carried out through pretest and posttest in the form of multiple choice questions with four answer choices. Augmented reality can not only be a medium for increasing knowledge of folklore, but it can also be a medium for increasing students' sense of wanting to preserve folklore.
Sosialisasi Program Candu Diksi (Cerita Daerahku Berbasis Augmented Reality 3D) sebagai Sarana Peningkatan Krisis Kearifan Lokal di MTs Nisam Naiza Ferona; Arnawan Hasibuan; Riezka Maghfirah; Alfin Syatriawan; M. Fitra Waldi; Misbahul Jannah; Idaryani Idaryani; Nursan Junita
Jurnal Solusi Masyarakat Dikara Vol 4, No 2 (2024): Agustus 2024
Publisher : Yayasan Lembaga Riset dan Inovasi Dikara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.13073320

Abstract

Kebudayaan Aceh memiliki keunikan yang khas sesuai dengan daerah masing-masing. Cerita rakyat menjadi salah satu keunikan budaya yang dimiliki oleh masyarakat Aceh. Cerita rakyat merupakan karya sastra misalnya dongeng, mite dan lagenda yang ada di daerah tertentu yang menjadi ciri khas suatu masyarakat daerah tersebut, yang disebarluaskan melalui mulut ke mulut atau secara lisan serta menggunakan bahasa daerah masing-masing asal cerita tersebut. Melalui ajang Pekan Kreativitas Mahasiswa (PKM) mahasiswa membuat sebuah program kreatif dan inovatif untuk melestarikan cerita rakyat yaitu program candu diksi (cerita daerahku berbasis augmented reality 3D). Program candu diksi bertujuan untuk mengembalikan eksistensi cerita rakyat di kalangan remaja, memberikan dampak positif terhadap angka literasi moral dan perubahan perilaku di kalangan remaja Nisam, mitra mampu menjadi agen perubahan terkait upaya pelestarian budaya cerita rakyat di Aceh. Kegiatan pengabdian ini diselenggarakan secara offline dengan melibatkan beberapa guru dan tim PKM–PM yang terlibat dalam program Candu Diksi (Cerita Daerahku Berbasis Augmented Reality 3D). Acara ini dilakukan di ruang guru MtS Nisam, acara ini dihadiri oleh 20 guru yang terdiri dari kepala sekolah MTs Nisam, staff dan para guru. Materi yang disampaikan oleh pemateri yaitu ketua tim PKM mencakup beberapa topik, seperti urgensi yang didapatkan dari masalah mitra, alasan memilih mitra MTs Nisam, tujuan pelaksanaan program, dampak yang dirasakan mitra, tahapan pelaksanaan program serta terkait bantuan pendanaan dari Dikti Belwama.