Trisnawati Hutagalung
Biographic Data
| ID | 9758482 |
|---|---|
| NAME | Trisnawati Hutagalung |
| GIVEN NAMES | Trisnawati |
| FAMILY NAME | Hutagalung |
| SIGNATURE | HUTAGALUNG T |
| AFFILIATIONS | State University of Medan |
| ORCID | 0000-0002-2625-360X |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Augmented Reality as an Innovative Tool for Digitizing North Sumatran Folklore
This research develops a digital product based on North Sumatra folklore, utilizing Augmented Reality (AR) as an educational tourism literacy tool for children with special needs in Indonesia. Using the Research and Development (R&D) method, the study involved 30 students from Sekolah Luar Biasa (SLB) TPI Medan, comprising autistic, deaf, and disabled children aged 9–13. Findings show that digitizing folklore with AR is highly effective, receivin…
Pengaruh fish bowl technique terhadap kemampuan menganalisis teks negosiasi siswa kelas X SMA Negeri 1 Tanjungbalai
Fish bowl merupakan proses menyediakan cara kreatif untuk memasukkan publik dalam sebuah diskusi kelompok kecil. Teknik ini dapat membantu membawa transparasi dalam proses pengambilan keputusan dan meningkatkan kepercayaan dan pemahaman. Penelitian ini bertujuan untuk menggambarkan pengaruh Fish Bowl Technique Terhadap Kemampuan Menganalisis Teks Negosiasi. Populasi penelitian ini adalah seluruh siswa Kelas X SMA Negeri 1 Tanjungbalai tahun pembe…
No prominent works on this page.
Pengaruh fish bowl technique terhadap kemampuan menganalisis teks negosiasi siswa kelas X SMA Negeri 1 Tanjungbalai
Fish bowl merupakan proses menyediakan cara kreatif untuk memasukkan publik dalam sebuah diskusi kelompok kecil. Teknik ini dapat membantu membawa transparasi dalam proses pengambilan keputusan dan meningkatkan kepercayaan dan pemahaman. Penelitian ini bertujuan untuk menggambarkan pengaruh Fish Bowl Technique Terhadap Kemampuan Menganalisis Teks Negosiasi. Populasi penelitian ini adalah seluruh siswa Kelas X SMA Negeri 1 Tanjungbalai tahun pembe…
Augmented Reality as an Innovative Tool for Digitizing North Sumatran Folklore
This research develops a digital product based on North Sumatra folklore, utilizing Augmented Reality (AR) as an educational tourism literacy tool for children with special needs in Indonesia. Using the Research and Development (R&D) method, the study involved 30 students from Sekolah Luar Biasa (SLB) TPI Medan, comprising autistic, deaf, and disabled children aged 9–13. Findings show that digitizing folklore with AR is highly effective, receivin…
Anthropology (1 work) · Archaeology (1 work) · Art (1 work) · Augmented reality (1 work) · Augmented Reality Applications (1 work) · Biology (1 work) · Child Development and Education (1 work) · Computer Science (1 work) · Educational Curriculum and Learning Methods (1 work) · Educational Methods and Outcomes (1 work)