Evaluating Mixed Reality Technology for Enhancing Art Pedagogy

Kirana Hanifati - Politeknik Elektronika Negeri Surabaya, Indonesia
Sritrusta Sukaridhoto - Politeknik Elektronika Negeri Surabaya, Indonesia
Hestiasari Rante - Politeknik Elektronika Negeri Surabaya, Indonesia


Citation Format:



DOI: http://dx.doi.org/10.62527/joiv.8.3.2409

Abstract


The lack of interest among students in studying art, particularly the traditional Indonesian art form of batik, poses a significant challenge for educational institutions. Despite its cultural significance, the education sector lacks effective strategies to introduce and enhance students' interest in batik within the art curriculum. Several consequences can arise if the education sector fails to implement strategic measures to address this issue promptly. This could lead to a gradual erosion of cultural heritage and a loss of artistic traditions passed down through generations, and students may miss out on valuable opportunities for self-expression and cultural exploration. This study addresses this issue by leveraging mixed reality and gamification in a batik creation application. This innovative approach not only enhances the pedagogy of art education but also aims to revive cultural interest. The study employs Software Testing and PIECES to evaluate user experiences, emphasizing user comfort and smooth interactions. By assessing the application with tools like Unity Profiler and Hololens 2 performance testing, the study ensures an optimal user experience, contributing to the broader goal of preserving Indonesia's cultural heritage through innovative and accessible educational solutions. The results fall within the range of 4.04 to 4.24, categorizing user satisfaction as "satisfied" and the application running at an optimal 60 frames per second (FPS). This implies that users responded positively to the application, indicating that implementing mixed reality technology in batik learning provides a satisfying experience.

Keywords


Batik; Education; Gamification; Mixed Reality; Pedagogy.

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References


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