1.1 BACKGROUND The ability to overlay computer animation in real time onto the real world is commonly known as augmented reality (AR). AR differs from virtual reality in which it requires real-time markers to function. It enables the fusion of virtual information with the real environment to provide users with a more immersive interaction with their surroundings. AR provides a new real-world experience that is different from other computer animation that takes users away from the real world and brings them onto the screen (Hainich & Rolf, 2006). The technology is still in an early stage. However, the potential of AR technologies is growing rapidly and can be applied in various fields such as engineering, medicine, entertainment and even the education area. This research is particularly interested in the possibility of using AR for education, especially for young children in science education. AR is able to stimulate a new type of interactivity with the virtual world. In this way it is able to assist in their mental development. Students need new stimulus to complement the conservative way of teaching, and AR can provide them with a new experience. According to Billinghurst (2002), the educational experience in AR is the ability to fluidly support the transaction between two environments, which are reality and virtuality. This study aims to develop the requirements model that conceptualizes how AR could be used to support cognitive development. in a science-focused children's learning environment. In order to promote new experiences to students, a prototype for the assisted learning system based on AR technology was developed. These are several factors why science dominates in this study and the reasons for these… half of the article… the pter covered the problem statement, research questions, purpose and sub-objectives, the scope and contribution of this study for the student himself, the teacher and the community, especially in the area of education. The entire chapter 2 is a critical literature review. This chapter discusses VR and types of VR. Additionally, AR areas including components, displays, issues, definition, differential VR, and VR are also discussed. This also covered cognitive development theory, learning theory and learning style. All reviews are followed with implications for each topic of this study. The next chapter describes the research methodology. This methodology is divided into a five-step process followed by the main objective; theoretical study, model development, prototype design, prototype development and model evaluation. Each phase will be briefly described in the next chapter.
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