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Gilang Abdul Aziz, 2015

GAME EDUKASI AUGMENTED REALITY SEBAGAI PENYEDERHANA ABSTRAKSI LINKED LIST Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

DAFTAR PUSTAKA

Azuma, R. T. (1997). A Survey of Augmented Reality. In Presence: Teleoperators and Virtual Environments 6.

Barata, G., Gama, S., Jorge, J., & Goncalves, D. (2015). Gamification for Smarter Learning: Tales From The Trenches. Smart Learning Environments.

Boertz. (2010, Desember 18). "AHLAN WASAHLAN WA MARHABAN" Om Boer. Dipetik Agustus 24, 2015, dari Plato dan Aristoteles: https://boertz.wordpress.com/2010/12/18/plato-dan-aristoteles/

Boletsis, C., & McCallum, S. (2013). The Table Mystery: An Agumented Reality Collaborative Game for Chemistry Education. Serious Games Development and Applications (hal. 86-95). Dordrecht: Springer.

Borg, W., & Gall, M. (1979). Educational Research: An Introduction (3rd ed.). London: Longman Inc.

Butchart, B. (2011). Augmented Reality for Smartphones: A Guide for developers and content publishers. Bristol: JISC Observatory.

Chen, J. (2007). Flow in games (and everything else). Commun ACM 50, 31-34.

Choi, W. B. (1996). The Effect Of Extrinsic Reward On Sport Performance, Perceived Competence And Intrinsic Motivation . Melbourne: Victoria University Of Technology.

Creswell, J. W. (2009). Research design: Qualitative, quantitative, and mixed methods approaches. (3rd ed.). Thousand Oaks: Sage.

de Aguilera, M., & Mendiz, A. (2003). Video games and education: (education in the face of a "parallel school"). Comput Entertainment 1, 1:10.

Drozdek, A. (2001). Data Structures and Algorithms in C++ (2nd ed.). Pacific Grove: Brooks/Cole.

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Gilang Abdul Aziz, 2015

GAME EDUKASI AUGMENTED REALITY SEBAGAI PENYEDERHANA ABSTRAKSI LINKED LIST Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

Evans, D., Gruba, P., & Zobel, J. (2014). How to write a better thesis. Dordrecht: Springer.

Gee, J. (2003). What video games have to teach us about learning and literacy.

Comput Entertainment 1, 20.

Kaufmann, H., & Meyer, B. (2008). Simulating Educational Physical Experiments in Augmented Reality.

Proceedings of ACM SIGGRAPH ASIA 2008 Educators Program (hal. 8). New York: ACM Press.

Klopfer, E. (2008). Augmented Learning: Research and Design of Mobile Educational Games. Massaschusetts: The MIT Press.

Lainema, T., & Saarinen, E. (2010). Explaining The Educational Power of Games.

Design and Implementation of Educational Games: Theoretical and

Practical Perspectives (hal. 17-31). Hershey: Information Science Reference.

Leacock, T., & Nesbit, J. (2007). A Framework for Evaluationg the Quality of Multimedia Learning Resources. Edicational Technology & Society, 10, 44- 59.

Marchi, F., Marliere, S., & Florens, J. L. (2010). An Augmented Reality Nanomanipulator for Learning Nanophysics: The “NanoLearner” Platform.

Transaction on Edutainment IV (hal. 157-175). Berlin: Springer.

Mardika, N. (2008, Januari 1). Pengembangan Multimedia Pembelajaran Kosakata Bahasa Inggris. Dipetik Agustus 2015, dari Nyoman Mardika: http://mardikanyom.tripod.com/Multimedia.pdf

McAuley, E., Duncan, T., & Tammen, V. (1989). Psychometric Properties of Intrinsic Motivation Inventory In a Competitive Sport Setting: A Confirmatory Factor Analysis. Research Quarterly for Exercise and Sport, 60, 48-58.

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Gilang Abdul Aziz, 2015

GAME EDUKASI AUGMENTED REALITY SEBAGAI PENYEDERHANA ABSTRAKSI LINKED LIST Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

The SPIE Conference on Telemanipulator and Telepresence Technologies, 282-292.

Motivation in Sport & Recreation: Measurement of Motivation. (2013, Maret 20). Dipetik Agustus 2015, dari University of Idaho: http://www.webpages.uidaho.edu/sportpsych/561/Measurement%20MP% 20%20pdf%202-25-13.pdf

Mulyadi, A. W. (2010). Pengembangan Multimedia Pembelajaran Interaktif CAI Model Instructional Games untuk Meningkatkan Motivasi Belajar Siswa.

Universitas Pendidikan Indonesia: Bandung.

Munir. (2008). Kurikulum Berbasis Teknologi Informasi dan Komunikasi.

Bandung: SPS Universitas Pendidikan Indonesia.

Paltridge, B., & Starfield, S. (2007). Thesis and dissertation writing in a second language: A handbook for supervisors. London: Routledge.

Papegay, Y. (2006). Exploring Board Game Strategies: A Recreational Application of GUIKit. The Mathematica Journal 10.

Parlett, D. (1999). Oxford History of Board Games. Oxford: Oxford University Press.

Pedoman Penulisan Karya Ilmiah Universitas Pendidikan Indonesia. (2014). Bandung: Universitas Pendidikan Indonesia.

Plant, R., & Ryan, R. (1985). Self-conciousness, Self-awareness, Ego-involvement, and Intrinsic Motivation: on Investigation of Internally Controlling Styles.

Journal of Personality, 53, 435-444.

Pribeanu, C., & Iordache, D. D. (2008). Evaluating The Motivational Value of an Augmented Reality System for Learning Chemistry. HCI and Usability for Education and Work (hal. 31-42). Berlin: Springer.

Prieto, G., & Velasco, A. (2010). Does Spatial Visualization Ability Improve After Studying Technical Drawing? Quality & Quantity, 1015-1024.

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Gilang Abdul Aziz, 2015

GAME EDUKASI AUGMENTED REALITY SEBAGAI PENYEDERHANA ABSTRAKSI LINKED LIST Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

Rosa, A. S., & Shalahuddin, M. (2010). Modul Pembelajaran Struktur Data.

Bandung: Penerbit Modula.

Ryan, R., & Deci, E. (1984). Intrinsic motivation in Sport: A cognitive evaluation theory interpretation: In Straub, W. F., & J. M., Williams (eds.). Cognitive Sport Psychology, 142-231.

Ryan, R., Mims, & Koestner, R. (1983). Relation of Reward Contingency and Interpersonal Context to Intrinsic Motivation. A Review and Test Using Cognitive Evaluation Theory. Journal of Personality and Social Psychology, 736-750.

Sadiman, A. (2009). Media Pendidikan. Jakarta: Rajawali Press.

Sanchez, J. L., Tello-Leal, E., Carreon-Gutierrez, J. A., Saldivar-Alonso, V. P., & Guerrero-Melendez, T. Y. (2013). An Augmented Reality System Approach for Mobile Devices. International Journal of Latest Research in Science and Technology, 2, 9-11.

Slijepcevic, N. (2013). The Effect of Augmented Reality Treatment on Learning, Cognitive Load, and Spatial Visualization Abilities. University of Kentucky: Kentucky.

Sugiyono. (2009). Metode Penelitian Kuantitaif, Kualitatif dan R&D. Bandung: Alfabeta.

Tang, S., & Hanneghan, M. (2010). Designing Educational Games: A Pedagogical Approach. Design and Implementation of Educational Games: Theoretical and Practical Perspectives (hal. 108-124). Hershey: Information Science Reference.

The Oxford Dictionary of English (3rd ed.). (2010). Oxford: Oxford University Press.

(5)

Gilang Abdul Aziz, 2015

GAME EDUKASI AUGMENTED REALITY SEBAGAI PENYEDERHANA ABSTRAKSI LINKED LIST Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

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