Effectiveness of Augmented Reality-Based learning in Enhancing Vocabulary at SMP IT AL-IHYA
Abstract
This study aims to examine the effectiveness of Augmented Reality (AR)-based learning media in enhancing English vocabulary mastery among eighth-grade students at SMP IT AL-IHYA. The research employed Classroom Action Research (CAR) following the Kurt Lewin model, conducted in two cycles. Data collection involved observations, interviews, pre-tests, post-tests, and documentation. The results showed a significant improvement in students' vocabulary mastery. The pre-cycle average score was 64.48 with only 24% of students reaching the minimum mastery level. After the implementation of AR-based learning in Cycle I, the average score increased to 70 with 40% of students achieving mastery. In Cycle II, the class average rose sharply to 87.4, with 100% of students achieving mastery. Observation of student activity also improved, from 52.38% in the pre-cycle to 90.47% in Cycle II. Based on the N-Gain Score of 0.645, the effectiveness of the intervention was categorized as moderate. These findings suggest that AR-based learning not only improves vocabulary mastery but also increases student engagement in the learning process.
Keywords
Full Text:
PDFReferences
Ade-Ibijola, A., Sukhari, A., & Oyelere, S. S. (2025). Teaching accounting principles using augmented reality and artificial intelligence-generated IsiZulu language translations. International Journal of Educational Research Open, 8(January), 100447. https://doi.org/10.1016/j.ijedro.2025.100447
Adelita, S., Kurniawan, R. A., & Ratnawati, D. (2024). Aplikasi Augmented Reality untuk Pengenalan Kosakata Benda Bahasa Inggris Siswa Sekolah Dasar. 4(1), 17–35.
Akramy, S. A. (2022). Shocks and aftershocks of the COVID-19 pandemic in Afghanistan higher education institutions. Cogent Arts & Humanities, 9(1), 1–18. https://doi.org/10.1080/23311983.2022.2029802
Annisah, R. (2022). The Implementation Of Silent Way Method With Flashcard To Improve Students Vocabulary In Junior High School. Jurnal Ilmiah Mahasiswa Keguruan Dan Ilmu Pendidikan [JIMEDU], 2, 315–320.
Azuma, R. (1997). A Survey of Augmented Reality.
Bachri, A. N. (2025). Teachers’ Perceptions of Vocabulary Instruction in Elementary Students’ Second Language Acquisition. https://repository.uinjkt.ac.id/dspace/handle/123456789/83533
Badan Standar Nasional Pendidikan. (2022). Laporan hasil evaluasi pembelajaran bahasa Inggris tingkat nasional tahun 2022.
Barcroft, J. (2004). Second language vocabulary acquisition: A lexical input processing approach. Foreign Langauge Annals, 37(2), 200–208. https://doi.org/10.1111/j.1944-9720.2004.tb02193.x
Chang, C.-Y., Hwang, G.-J., & Chen, C.-C. (2023). The Learning Outcome of Using Augmented Reality Instruction to Enhance Students’ English Vocabulary Learning in the EFL Elementary School. English Language Teaching Methodology, 3(2), 134–147.
Chu, S. L., Angello, G., Saenz, M., & Quek, F. (2017). Fun in Making: Understanding the experience of fun and learning through curriculum-based Making in the elementary school classroom. Entertainment Computing, 18, 31–40. https://doi.org/10.1016/j.entcom.2016.08.007
Ekayati, R., & Arifin, M. (2020). Gerakan Literasi Kampung Sadar Sastra (Gelikam Rasa) Di Desa Manunggal. JURNAL PRODIKMAS Hasil Pengabdian Kepada Masyarakat, 5, 6–10. https://doi.org/10.30596/jp.v5i1.5738
EPI. (2024). The world’s largest ranking of countries and regions by English skills. EF English Proficiency Index. https://www.ef.com/wwen/epi/
Fahwi, R. D. (2022). The Effect Of Word Search Strategy By Using Scrabble As The Media On The Students’ Achievement In Vocabulary. Jurnal Ilmiah Mahasiswa Keguruan Dan Ilmu Pendidikan [JIMEDU], 2, 303–307. http://repository.umsu.ac.id/handle/123456789/3177
Faraj, A. (2015). Effective strategies for turning receptive vocabulary productive vocabulary in EFL context. Journal of Education and Practice, 6(27), 10–19. Fauziah, M., & Astuti, D. (2023). Improving Concept Mastery through Learning Media with.
Fitriani, D. A., Wainingrum, D. H., & Rusilowati, A. (2024). The Application of
Discovery Learning Model Assisted by Augmented Reality Media to Increase the Science Learning Interest of Grade VII Students at SMPN 7 Semarang. Jurnal Pendidikan IPA Indonesia, 13(1), 85–94.
Folse, K. (2016). Vocabulary Myths. Vocabulary Myths. https://doi.org/10.3998/MPUB.23925
Gardner, D., & Davies, M. (2016). A response to “To what extent is the Academic Vocabulary List relevant to university student writing?” English for Specific Purposes, 43(4), 62–68. https://doi.org/https://doi.org/10.1016/j.esp.2016.03.001
Ginting, P., Hasnah, Y., & Husni Hasibuan, S. (2019). PKM Pelatihan Tindakan Kelas (PTK) Berbasis Student Centered Learning (SCL) Bagi Guru Smp di Kecamatan Medan Deli. JURNAL PRODIKMAS Hasil Pengabdian Kepada Masyarakat, 4(1), 58–72.
Hafidah, N., Yusuf, A., & Subagya, B. (2022). Using Augmented Reality Flashcards to Improve English Vocabulary Mastery for Children Aged 4–5 Years. ThufuLA: Jurnal Inovasi Pendidikan Guru Raudhatul Athfal, 10(2), 101–110.
Harahap, D. I., Uswar, Y., Andriani, N., Sudarwita, N., & Maysaroh, E. (2025). Corpus Linguistics in Teaching Vocabulary for EFL Learners: A Study of Foreign Speakers. Jurnal.Usk.Ac.Id. https://doi.org/10.24815/eej.v16i1.41762 Hasbi, M., & Yunus, M. M. (2024). The Effectiveness of Augmented Reality for English (AR4E) in Vocabulary Learning among Primary 2 Pupils. International Journal of Education, 16(1), 45–53.
Hudaya, A., & Sadikin, A. (2023). The Effect of Aurasma Augmented Reality to Enhance Young Learners’ Vocabulary Mastery. Professional Journal of English Education, 6(7), 72–80.
Ismail, N., Zaid, S., Mohamed, M., & Rouyan, N. (2017). Vocabualry teaching and learning principles in classroom practices. Arab World English Journal, 8(3), 119–134. https://doi.org/10.24093/awej/vol8no3.9
Kemendikbudristek. (2020). Kementerian Pendidikan dan Kebudayaan, Hasil Survei Cepat: Temuan Utama.
Kennedy, M. J., McDonald, S. D., Griendling, L. M., VanUitert, V. J., & Kunemund,
R. L. (2023). Comparing Two Established Multimedia Approaches for Teaching Vocabulary to Students with and Without Disabilities. Journal of Special Education Technology, 38(2), 115–130. https://doi.org/10.1177/01626434221074055
Kristiantari, M. G. R., Widiana, I. W., & Artawan, G. (2023). Enhancing the ability to write poetry and creative thinking skills with rural nature-inspired contextual approach. International Journal of Evaluation and Research in Education, 12(2), 761–770. https://doi.org/10.11591/IJERE.V12I2.23194
Laghari, A. A., Li, H., Shoulin, Y., Jumani, A. K., Khan, A. A., & Dahri, F. H. (2025). Internet of Things for gaming: A review. Entertainment Computing, 52. https://doi.org/10.1016/j.entcom.2024.100910
Mokodompit, M. F., Paturusi, S. D. E., & Tulenan, V. (2021). Aplikasi Augmented Reality Untuk Pembelajaran Bahasa Inggris Pada Anak Sekolah Dasar. Jurnal Teknik Informatika, 16(2), 121–128. https://ejournal.unsrat.ac.id/v3/index.php/informatika/article/view/33197/323 88
Muangchan, P., & Yanhua, Z. (2025). Augmented reality technology in a basic Chinese vocabulary course: a study in a Thai university. Cogent Education, 12(1). https://doi.org/10.1080/2331186X.2024.2446088
Mukhyi, M. A. (2023). Metodologi Penelitian Panduan Praktis Penelitian Yang Efektif. PT. Literasi Nusantara Abadi Grup.
Nation, I. (2022). Learning vocabulary in another language (3rd ed.). Cambridge University Press.
Nation, I. S. P. (2001). Learning Vocabulary in Another Language. https://doi.org/10.1017/CBO9781139524759
Nation, P. (2006). The Canadian Modern Language Review. The Canadian Modern Language Review, 63(1), 59–82. https://doi.org/https://doi.org/10.3138/cmlr.63.1.59
Ningrum, A. S., & Ginting, K. B. (2020). Strategi Penanganan Banjir Berbasis Mitigasi Bencana Pada Kawasan Rawan Bencana Banjir di Daerah Aliran Sungai Seulalah Kota Langsa. Geography Science Education Journal (GEOSEE), 1(1), 6–13. https://jurnal.unsil.ac.id/index.php/geosee/article/view/1919
Ningsih, R. Y., Mukhlisin, L., Darodjah, R. W., & Syarifuddin, M. (2024). Analisis Teori AISAS dalam Strategi Komunikasi Pemasaran pada Akun Instagram @waturumpuk_mendak. 3, 39–46.
Noori, A. Q., Orfan, S. N., Akramy, S. A., & Hashemi, A. (2022). The use of social media in EFL learning and teaching in higher education of Afghanistan. Cogent Social Sciences, 8(1), 1–12. https://doi.org/10.1080/23311886.2022.2027613
Orfan, S. N. (2022). Faculty incivility in higher education of Afghanistan: Students’ perspectives. Interchange, 53(1), 133–149. https://doi.org/10.1007/s10780- 021-09448-y
Peleg, A., & Levy, S. T. (2024). On the Inter-Relationships Between Teachers, Technologies, and Children in Makerspace Environments: A Comparative Case Study in Kindergarten Classrooms. Journal of Research in Childhood Education, 38(3), 405–432. https://doi.org/10.1080/02568543.2023.2282662
Qurraie, B. S., Özeren, Ö., & Guero Na-Allah, M. S. (2025). Building imagination in 3D: The design by children with architecture and 3D printing. Entertainment Computing, 52, 100904. https://doi.org/10.1016/J.ENTCOM.2024.100904
Ranasinghe, D., Kankanamge, N., Silva, C. De, Kangana, N., Mahamood, R., & Yigitcanlar, T. (2025). CityBuildAR: Enhancing Community Engagement in Placemaking Through Mobile Augmented Reality. Future Internet 2025, Vol. 17, Page 115, 17(3), 115. https://doi.org/10.3390/FI17030115
Richards, J., & Renandy, W. (2008). Methodology in language teaching: An anthology of current practice. Cambridge University Press.
Sánchez, I. M., Lupión, B. G., & González, D. G. (2017). Descriptive Study on the Quality of Attention to Diversity Plans. Procedia - Social and Behavioral Sciences, 237, 77–82. https://doi.org/10.1016/j.sbspro.2017.02.032
Sari. (2023). The Use of Augmented Reality-Based Learning Media through the Animal 4D+ Application to Improve English Language Skills of Second-Grade Students.
Schmitt, N. (2000). Vocabulary in language teaching. Cambridge University Press. Sha, R., & Shi, W. (2025). The enduring appeal of Mahjong: Navigating the challenges of AI integration. Entertainment Computing, 52. https://doi.org/10.1016/j.entcom.2024.100915
Silverman, R. D., Artzi, L., McNeish, D. M., Hartranft, A. M., Martin-Beltran, M., & Peercy, M. (2019). The relationship between media type and vocabulary learning in a cross age peer-learning program for linguistically diverse elementary school students. Contemporary Educational Psychology, 56, 106–116. https://doi.org/10.1016/J.CEDPSYCH.2018.12.004
Statista. (2023). Augmented Reality in Education Market Size Worldwide 2020- 2025.
Taufik, M. S., Ridlo, A. F., Solahuddin, S., Iskandar, T., & Taroreh, B. S. (2022). Application of YouTube-Based Virtual Blended Learning as a Learning Media for Fundamental Movement Skills in Elementary Schools during the Covid Pandemic 19. Annals of Applied Sport Science, 10(1). https://doi.org/10.52547/AASSJOURNAL.1020
Tsai, C.-H. (2020). An Action Research Study Exploring the Effects of Augmented Reality for English Vocabulary Learning in an Elementary School in Taiwan. Educational Technology and Society, 23(4), 25–36.
Vajirakachorn, P., Ratasuk, A., & Anuwong, K. (2023). Determinants of English
Language Proficiency: A Multifaceted Analysis. Emerging Science Journal, 7(December), 264–278. https://doi.org/10.28991/ESJ-2023-SIED2-020
Vu, D. Van, & Peters, E. (2021). Vocabulary in English language learning, teaching, and testing in Vietnam: A review. Education Sciences, 11(9), 1–11. https://doi.org/10.3390/educsci11090563
Wijffelaars, R. W. L., & Markopoulos, P. (2024). Collocated interactive outdoor games for children: A systematic literature review. Entertainment Computing,
https://doi.org/10.1016/j.entcom.2023.100615
Wilkins, L., Churchyard, J., Zaborski, Z., Dowsett, R., & Britton, G. (2025). The revised model for initial and continued involvement in fantasy football. Entertainment Computing, 52. https://doi.org/10.1016/j.entcom.2024.100917
Zein, S., Sukyadi, D., Hamied, F. A., & Lengkanawati, N. S. (2020). English language education in Indonesia: A review of research (2011-2019). Language Teaching, 53(4), 491–523. https://doi.org/10.1017/S0261444820000208
Zermatten, V., Castillo-Navarro, J., Marcos, D., & Tuia, D. (2025). Learning transferable land cover semantics for open vocabulary interactions with remote sensing images. ISPRS Journal of Photogrammetry and Remote Sensing, 220(January), 621–636. https://doi.org/10.1016/j.isprsjprs.2025.01.006
Zheng, F. (2025). Improving english vocabulary learning with a hybrid deep learning model optimized by enhanced search algorithm. Egyptian Informatics Journal, 29(January), 100619. https://doi.org/10.1016/j.eij.2025.100619
DOI: https://doi.org/10.31004/jele.v10i4.1304
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 Cania Henfaridja Alya, Mandra Saragih

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


