Indonesia Conference Directory


<< Back

Improving Knowlegde about Indonesian Culture with Augmented Reality Gamification
Endah Sudarmilah, Fatah Yasin Al Irsyadi, Dian Purworini, Azizah Fatmawati, Yanti Haryanti, Budi Santoso, Doni Nuryanto Bakhtiar, Nurul Ustia

Universitas Muhammadiyah Surakarta


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 affects 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.

Keywords: Augmented Reality, Educational Game, Gamification, Improving knowledge, Indonesian Culture

Topic: Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/UpLuBWymfNbn

Conference: The Third International Conference on Innovation in Engineering and Vocational Education (ICIEVE 2019)

Plain Format | Corresponding Author (Endah Sudarmilah)

Featured Events

<< Swipe >>
<< Swipe >>

Embed Logo

If your conference is listed in our system, please put our logo somewhere in your website. Simply copy-paste the HTML code below to your website (ask your web admin):

<a target="_blank" href="https://ifory.id"><img src="https://ifory.id/ifory.png" title="Ifory - Indonesia Conference Directory" width="150" height="" border="0"></a>

Site Stats