Implementation of Augmented Reality (AR) Technology in English Learning

Resy Oktadela, Yusti Elida, Syofianis Ismail, Wira Jaya Hartono

Abstract


This study aims to use of augmented reality-based learning media to improve elementary school students' critical thinking skills and digital literacy. This research method was Research and Development (R&D) with the ADDIE model. The research results showed: (1) the analysis stage was carried out by media, curriculum, and material analyses as guidelines for efficient and effective media design; (2) the design stage was carried out by designing an augmented reality media framework and making research instruments; (3) the development stage was carried out by developing the design of learning media and research instruments, assessments from experts with very decent results and revising the media based on criticism and suggestions; (4) the implementation stage was carried out through AR media development trials and pretest-posttest analysis of critical thinking skills and digital literacy using normality test, N-gain score, and independent t-test; and (5) the evaluation stage was carried out with the final revision and analysis of student response questionnaires which indicated that the level of practicality of the product was categorized as very practical. This research concluded that AR media effectively improved elementary school students' critical thinking skills and digital literacy.

Keywords


Augmented reality; English Learning

Full Text:

PDF

References


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

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.

https://doi.org/10.24042/ijsme.v4i2.9017

Herliandry, L. D., Nurhasanah, Suban, M. E., & Kuswanto, H. (2020). Pembelajaran Pada Masa Pandemi Covid-19. Jurnal Teknologi Pendidikan, 22(1), 65–70. http://journal.unj.ac.id/unj/index.php/jtp/article/view/15286/8695

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

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

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.

https://doi.org/10.29333/iji.2022.15210a

Madona, A. S. (2018). The Practicality and Effectiveness of Interactive Multimedia in Indonesian Language Learning at the 5th Grade of Elementary School. The Journal of Social Sciences Research, 1(SPI 2), 531–539. https://doi.org/10.32861/jssr.spi2.531.539

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

Nelson, K., Courier, M., & Joseph, G. W. (2011). Teaching Tip An Investigation of Digital Literacy Needs of Students. Journal of Information Systems Education, 22(2), 95–109.

https://ezproxy.lib.uwm.edu/login?url=http://search.ebscohost.com/login.aspx?di rect=true&AuthType=ip,uid&db=lih&AN=66339172&site=ehost-live&scope=site

Ngussa, B. M. (2014). Application of ADDIE Model in instruction in teaching-learning transaction among teachers of Mara Conference Adventist secondary school, Tanzania. Journal of Education and Practice, 5(25), 99–105. www.iiste.org

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

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

Rochet, B. (2017). Assessing the role of digital literacy in English for Academic Purposes university pathway programs. Journal of Academic Language and Learning, 11(1), A71-A87.

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

Sidiq, Y., Ishartono, N., Desstya, A., Prayitno, H. J., Anif, S., & Hidayat, M. L. (2021). Improving Elementary School Students’ Critical Thinking Skill in Science through HOTS-based Science Questions: A Quasi-Experimental Study. Indonesian Journal of Sience Education, 10(3), 378-386.

https://doi.org/10.15294/jpii.v10i3.30891

Sirakaya, M., & Alsancak-Sirakaya, D. (2018). Trends in Educational Augmented Reality Studies: A Systematic Review. Malaysian Online Journal of Educational Technology, 6(2), 60–74. https://doi.org/10.17220/mojet.2018.02.005

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

Spires, H. A., & Bartlett, M. E. (2012). Digital Literacies and Learning: Designing a Path Forward. North Carolina: The William & Ida Friday Institute.

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.

https://doi.org/10.29333/iji.2019.12421a

Tang, C. M., & Chaw, L. Y. (2016). Digital Literacy: A Prerequisite for Effective Learning in a Blended Learning Environment?. The Electronic Journal of e‐Learning, 14(1), 54-65.

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

Vari, Y., & Bramastia, B. (2021). Pemanfaatan Augmented Reality Untuk Melatih Keterampilan Berpikir Abad 21 Di Pembelajaran Ipa. INKUIRI: Jurnal Pendidikan IPA, 10(2), 132. https://doi.org/10.20961/inkuiri.v10i2.57256




DOI: https://doi.org/10.31004/jele.v8i2.457

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Resy Oktadela, Yusti Elida, Syofianis Ismail, Wira Jaya Hartono

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