Engaging children in activities involving sound media presents an intriguing approach to enhancing their motor and sensory development. As educational media continue to evolve, the integration of interactive elements is increasingly prevalent. This study delves into exploring the potential application of STEAM (Science, Technology, Engineering, Arts, and Mathematics) in children's learning. Through observations, the study scrutinizes the efficacy of utilizing electronic equipment, synthesizers, learning tools, and organic materials in fostering enjoyable educational experiences. The research reveals that an interactive audio-based learning model significantly appeals to children, rendering the learning process more enjoyable and comfortable. This is evidenced by prolonged engagement and increased interest in the subject matter. Consequently, the study suggests that sound-based mediums offer a unique avenue for cultivating distinct sensory and motor skills compared to traditional learning approaches.
This study was an experiment that looked at the possibility of VR relationships with the frequency of gamelan
in animated puppet shows that were considered based on the blocking instrument. On the other hand, gamelan instruments
provide the clearest picture of the frequency spectrum that is affected by various types of treatment, regardless of the ability of
the instrument itself to produce sound in many characteristics of each instrument. The key experiment in this study was to
arrange the position of the instrument in a different semicircle with a conventional arrangement that is lined up. This
experiment is believed by the author to bring its own impact in relation to VR. Gamelan are used Slendro and pelog to get two
different data. It can be assumed that this blocking semicircular is able to produce a more focused frequency distribution for
the proportion of the listening room and VR users. And in connection with the experiment on blocking semicircular it can be
concluded that sound is more effective and easier to identify.
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