IMPLEMENTATION OF ANDROID-BASED AUGMENTED REALITY IN ENGLISH EDUCATION

Resy Oktadela, Shalawati Shalawati, Yusti Elida, Putri Octa Hadiyanti, Syofianis Ismail

Abstract


The aim of this study was to leverage augmented reality (AR) technology in enhancing English language learning, focusing on the development and evaluation of AR-based learning media for educational use, particularly at SD IT Imam Syafe’i. The study encompassed a comprehensive approach, starting with an analysis of existing educational tools to identify the need for AR in language learning, followed by the design and development of an AR framework tailored for English education. This process included expert evaluations and revisions to ensure the quality and effectiveness of the AR tools. The implementation phase involved testing the AR media in an educational setting and analyzing its impact on students' critical thinking and digital literacy through various quantitative methods. Finally, the study evaluated the practicality and user-friendliness of the AR learning media based on student feedback, aiming to provide insights and resources for educators and institutions interested in integrating advanced technology into their teaching practices, with potential applications extending to school-based and Islamic boarding school-based university environments. 

Keywords


Augmented Reality; English Language Learning; Educational Technology; Research and Development (R&D); ADDIE Model; Critical Thinking Skills; Digital Literacy; Learning Media Development

Full Text:

PDF

References


Abbas, Q., Hussain, S., & Rasool, S. (2019). Digital literacy effect on the academic performance of students at higher education level in Pakistan. Global Social Sciences Review, IV(I), 108-116. https://doi.org/10.31703/gssr.2019(IV-I).14

Aboderin, O.S., & Govender, D.W. (2023). Predictors of academic performance of distance e-learners in a Nigerian university. Research in Business & Social Science IJRBS, 12 (1), 296-307. https://doi.org/10.20525/ijrbs.v12i1.2296

Alenezi, M. (2021). Deep dive into digital transformation in higher education institutions. Education Sciences, 11(12), 770-780. https://doi.org/10.3390/educsci11120770.

Almelhi, A. M. (2021). Effectiveness of the ADDIE Model within an E-Learning Environment in Developing Creative Writing in EFL Students. English Language Teaching, 14(2), 20. https://doi.org/10.5539/elt.v14n2p20

Arsari, M. H. A.. (2022). The importance of digital literacy to enhance student’s ability in English language. Jambura Journal of English Teaching and Literature, 3(1), 12 – 18

Banik, P., & Kumar, B. (2019). Impact of information literacy skill on students’ academic performance in Bangladesh. International Journal of European Studies, 3(1), 27-33. https://10.11648/j.ijes.20190301.15

Childs, E., Mohammad, F., Stevens, L., Burbelo, H., Awoke, A., Rewkowski, N., & Manocha, D. (2021). An overview of enhancing distance learning through augmented and virtual reality technologies. arXiv preprint arXiv:2101.11000.

Darma, I. K., Karma, I. G. M., & Santiana, I. M. A. (2021). Validity and Practicality Test of Applied Mathematics Digital Teaching Materials for Blended Learning for Polytechnic Students. SOSHUM : Jurnal Sosial Dan Humaniora, 11(1), 44–53. https://doi.org/10.31940/soshum.v11i1.2294

Dilmen, I., & Atalay, N. (2021). The Effect of the Augmented Reality Applications in Science Class on Students’ 21st Century Skills and Basic Skills. Journal of Science Learning, 4(4), 337-346. https://doi.org/10.17509/jsl.v4i4.32900

Faridi, H., Tuli, N., Mantri, A., Singh, G., & Gargrish, S. (2020). A framework utilizing augmented reality to improve critical thinking ability and learning gain of the students in Physics. Computer Applications in Engineering Education, 29(1), 258-273. https://doi.org/10.1002/cae.22342

Fendi, R. D., Suyatna, A., & Abdurrahman. (2021). Augmented Reality-Based Student Worksheet to Stimulate Students’ Critical Thinking Skills. Indonesian Journal of Science and Mathematics Education, 4(2), 118-121.

Hsu, H., Wenting, Z., & Hughes, J. E. (2018). Developing elementary students’ digital literacy through augmented reality creation: insights from a longitudinal analysis of questionnaires, interviews, and projects. Journal of Educational Computing, Research, 57(6), 122-143. https://doi.org/10.1177/0735633118794515

Isa, J., & Julia, L. (2020). Three types of integrated course designs for using mobile technologies to support creativity in higher education. Computers & Education, 146, 103782. https://doi.org/10.1016/j.compedu.2019.103782

Ismiyani, N. (2021). Improving Students’ Motivation to Learn English by Serving English Book with Local Wisdom. JPI (Jurnal Pendidikan Indonesia), 10(3), 453. https://doi.org/10.23887/jpi-undiksha.v10i3.32729

Khan, N., Sarwar, A., Chen, T.B., & Khan, S. (2022). Connecting digital literacy in higher education to the 21st century workforce. Knowledge Management & E-Learning, 14(1), 46–61. https://doi.org/10.34105/j.kmel.2022.14.004

Limniou, M., Varga-Atkins, T., Hands, C., &Elshamaa, M. (2021). Learning, student digital capabilities and academic performance over the covid-19 pandemic. Education Sciences. 2021, 11, 361. https://doi.org/10.3390/educsci11070361

Lukitasari, M., Murtafiah, W., Ramdiah, S., Hasan, R., & Sukri, A. (2022). Constructing digital literacy instrument and its effect on college students' learning outcomes. International Journal of Instruction, 15(2), 171-188.

Mariam, N. (2019). The Development of an ADDIE Based Instructional Model for ELT in Early Childhood. Educational Technology International, 20(1), 25–55. https://www.researchgate.net/publication/344377742

Munawaroh., Fitriati, R., & Febriantina, S. (2022). Self-confidence, learning motivation and students achievement: The mediating role of digital literacy. Jurnal Pendidikan Bisnis dan Manajemen, 8(1), 16-24. http://dx.doi.org/10.17977/um003v8i12022p016

Perdana, R., Yani, R., Jumadi, J., & Rosana, D. (2019). Assessing Students’ Digital Literacy Skill in Senior High School Yogyakarta. JPI (Jurnal Pendidikan Indonesia), 8(2), 169. https://doi.org/10.23887/jpi-undiksha.v8i2.17168

Phakamach, P., Senarith, P., & Wachirawongpaisarn, S. (2022). The Metaverse in education: The future of immersive teaching & learning. RICE Journal of Creative Entrepreneurship and Management, 3(2), 75–88.

Priyanka, L. M., & Selamat, I. N. (2021). Preview-Review Bilingual Instructional Tools Development with Discovery Learning Model Setting to Enhancing Student’s Conceptual Understanding and Speaking Ability. JPI (Jurnal Pendidikan Indonesia), 10(3), 525. https://doi.org/10.23887/jpi-undiksha.v10i3.32029

Puspitarini, Y. D., & Hanif, M. (2019). Using Learning Media to Increase Learning Motivation in Elementary School. Anatolian Journal of Education, 4(2), 53-60. https://doi.org/10.29333/aje.2019.426a

Salas-Rueda, R. A., Salas-Rueda, É. P., & Salas-Rueda, R. D. (2020). Analysis and design of the web game on descriptive statistics through the addie model, data science and machine learning. International Journal of Education in Mathematics, Science and Technology, 8(3), 245–260. https://doi.org/10.46328/IJEMST.V8I3.759

Samsudin, R., Sulaiman, R., Guan, T. T., Yusof, A. M., Firdaus, M., & Yaacob, C. (2021). Mobile Application Development Trough ADDIE Model. International Journal of Academic Research in Progressive Education and Development, 10(2), 1017–1027. https://doi.org/10.6007/IJARPED/v10-i2/10328

Sarwanto, Fajari, L. E. W., & Chumdari. (2021). Critical Thinking Skills and Their Impacts on Elementary School Students. Malaysian Journal of Learning and Instruction, 18(2), 161-188. https://doi.org/10.32890/mjli2021.18.2.6

Shoutthaboualy, T., Chatwattana, P., & Piriyasurawong, P. (2021). The Blended Instruction on Cloud via an Interactive Augmented Reality Technology Model to Enhance Digital Literacy. Higher Education Studies, 11(3), 144-156. https://doi.org/10.5539/hes.v11n3p144

Soepriyanti, H., Waluyo, U., Sujana, I. M., & Fitriana, E. (2022). An Exploratory Study of Indonesian Teachers’ Digital Literacy Competences. Technium Social Sciences Journal, 28(1), 116–125. https://doi.org/10.47577/tssj.v28i1.5866

Sun, J. C. Y., Ye, S. L., Yu, S. J., & Chiu, T. K. (2022). Effects of wearable hybrid AR/VR learning material on high school students’ situational interest, engagement, and learning performance: The case of a physics laboratory learning environment. Journal of Science Education and Technology, 1–12.

Syarifudin, A. S. (2020). Implementation of online learning to improve the quality of education as a result of the implementation of social distancing. Journal of Indonesian Language and Literature Education Metalingua 5(1):31–34. doi: 10.21107/metalingua.v5i1.7072.

Syawaludin, A., Gunarhadi, G., Rintayati, P. (2019). Development of Augmented Reality-Based Interactive Multimedia to Improve Critical Thinking Skills in Science Learning. International Journal of Instruction, 12(4), 331-344.

Thesalonika, E., Tanjung, S., Restu, R., & Manalu, E. (2019). Development of Web- Based Learning Media on Social Studies Subject at Junior High School Methodist Lubuk Pakam, Indonesia. Budapest International Research and Critics in Linguistics and Education (BirLE) Journal, 2(4), 287–296. https://doi.org/10.33258/birle.v2i4.516

Yasin, F., & Nurrita, T. (2019). Pengaruh model pembelajaran project based learning dan kreativitas belajar terhadap hasil belajar teknologi informasi dan komunikas. Akademika : Jurnal Teknologi Pendidikan, 6(01), 1-17. https://doi.org/10.34005/akademika.v6i01.132




DOI: https://doi.org/10.25134/erjee.v12i1.9303

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 English Review: Journal of English Education