Improving knowledge about Indonesian culture with augmented reality gamification

Author:

Sudarmilah E,Irsyadi F Y A,Purworini D,Fatmawati A,Haryanti Y,Santoso B,Bakhtiar D N,Ustia N

Abstract

Abstract Digital technology cannot be dammed or avoided, moreover, the current generation of children is a native digital generation is those who are born very close to the world of digital technology such as smartphones, laptops, digital applications, internet access, and others. This may affect the attitudes and behaviors of children in both positive and negative impacts. However, we can act wisely, not by alienating or avoiding children from technology but by providing education about technology (digital literacy) and directing video game access to positive video games that are beneficial. The method used in this research is Research and Development with a modified SDLC (Software Development Life Cycle) development model in the development of Augmented Reality (AR) educational games. This study also uses a pre-test-post-test group matching design to analyze the increase of elementary school students’ knowledge in learning about Indonesian culture. The measurement results of student learning outcomes are carried out by giving tests in the form of multiple choice. The statistical analysis used in this study is the validity test and Wilcoxon Signed Rank test. Validity testing shows 93.33% of the questionnaire items are valid. The results of the Wilcoxon Signed Rank test analysis obtained a significant value of 0,00 <0.05, then it was stated that there were differences in the average student learning outcomes for pre-test with posttest (increased). This research concludes that after the use of AR Edugame learning media, it has an influence compared to before learning with the media. This shows there is an increase in student learning outcomes.

Publisher

IOP Publishing

Subject

General Medicine

Reference20 articles.

1. The ‘digital natives’ debate: A critical review of the evidence;Bennett;Br. J. Educ. Technol.,2008

2. Digital Natives Digital Immigrants;Prensky;Horiz.,2001

3. Digital Natives Come to Preschool: implications for early childhood practice;Zevenbergen;Contemp. Issues Early Child.,2007

4. Video Game, Teknologi dan Anak: Survei Demografi;Sudarmilah,2017

5. Friends, fun, frustration and fantasy: Child motivations for video game play;Ferguson;Motiv. Emot.,2013

Cited by 6 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Revealing the true potential and prospects of augmented reality in education;Smart Learning Environments;2024-01-09

2. Educative Trading Card Game CultureQuest: A Post Mortem Analysis;2023 7th International Conference on New Media Studies (CONMEDIA);2023-12-06

3. Gamification Opportunity in Augmented Reality-Based Learning Media: A Review;2022 2nd International Conference on Intelligent Cybernetics Technology & Applications (ICICyTA);2022-12-15

4. Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies;Applied Sciences;2022-07-05

5. Mapping the Educational Applications of Augmented Reality Research using A Bibliometric Analysis;2021 7th International Conference on Electrical, Electronics and Information Engineering (ICEEIE);2021-10-02

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3