Learning Media based on Augmented Reality Game

  • Authors

    • Endah Sudarmilah
    • Nurul Ustia
    • Dony Nuryanto Bakhtiar
    2019-01-24
    https://doi.org/10.14419/ijet.v8i1.1.24653
  • AR EduGame, Expert Judgement, Usability, Children, Learning Media
  • Augmented reality serious game has benefits in the fields of psychology, health, and education. The learning process using AR media has a potential to be developed. The study aimed to utilize Augmented Reality Educational Game (AR EduGame) as a learning media for elementary school students that is entertaining in the form of video games but can stimulate students' cognitive. The software prototype was designed, tested by the black-box method, and assessed by expert judgment method (elementary school teachers as experts) and usability assessment (students as users). The implementation results show that the AR EduGame was had quality and feasible learning media with the percentage of interpretation of more than 80% by both users and experts. It could be concluded that these AR EduGames can be considered a quality learning media especially in learning Indonesian Culture regarding gamelan and traditional dances.

     

     

  • References

    1. [1] Szczesna, A., Grudzinski, J., Grudzinski, T., Mikuszewski, R., & Debowski, A. (2011). The psychology serious game prototype for preschool children. Proceedings of 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH) (pp. 1–4). http://doi.org/10.1109/SeGAH.2011.6165435

      [2] Schreiner, K. (2008). Digital Games Target Social Change. IEEE Computer Graphics and Applications, 28(1), 12–17. http://doi.org/10.1109/MCG.2008.4.

      [3] Sudarmilah, E., Fadlilah, U., Supriyono, H., Irsyadi, F. Y. A., Nugroho, Y. S., & Fatmawati, A. (2018). A review: Is there any benefit in serious games? AIP Conference Proceedings (Vol. 1977). http://doi.org/10.1063/1.5042915.

      [4] Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2013). Augmented reality in Education 2014; Cases, places, and potentials. Proceedings of 2013 IEEE 63rd Annual Conference International Council for Education Media (ICEM) (pp. 1–11). IEEE. http://doi.org/10.1109/CICEM.2013.6820176.

      [5] Sudarmilah, E., Susanto, A., Ferdiana, R., & Ramdhani, N. (2017). Preschoolers’ cognitive game prototype. Proceedings of 2017 International Conference on Applied System Innovation (ICASI) (pp. 1875–1878). IEEE. http://doi.org/10.1109/ICASI.2017.7988313.

      [6] Sudarmilah, E., Fadlilah, U., Supriyono, H., Irsyadi, F. Y. A., Nugroho, Y. S., & Fatmawati, A. (2018). Prototyping AR EduGame for Children : Learning Indonesian Culture. Proceedings of The 3rd Annual Applied Science and Engineering Conference (AASEC 2018). MATEC Web of Conferences, 197, 3012. http://doi.org/10.1051/matecconf/201819703012.

      [7] Montalvillo, L., & Díaz, O. (2016). Requirement-driven evolution in software product lines: A systematic mapping study. Journal of Systems and Software, 122, 110–143. http://doi.org/10.1016/j.jss.2016.08.053.

      [8] Soares, M. dos S., Vrancken, J., & Verbraeck, A. (2011). User requirements modeling and analysis of software-intensive systems. Journal of Systems and Software, 84(2), 328–339. http://doi.org/10.1016/j.jss.2010.10.020.

      [9] Korhonen, H., Paavilainen, J., & Saarenpää, H. (2009). Expert review method in game evaluations. Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era on - MindTrek ’09 (p. 74). New York, New York, USA: ACM Press. http://doi.org/10.1145/1621841.1621856.

      [10] Sudarmilah, E., Fadlilah, U., Susanto, A., Ferdiana, R., Ramdhani, N., & Santosa, P. I. (2018). Expert Judgment on Preschoolers ’ Cognitive Game Prototype. International Journal of Pure and Applied Mathematics, 118(20), 539–544. Retrieved from https://ijpam.eu/.

      [11] Phan, M. H., Keebler, J. R., & Chaparro, B. S. (2016). The Development and Validation of the Game User Experience Satisfaction Scale (GUESS). Human Factors: The Journal of the Human Factors and Ergonomics Society, 58(8), 1217–1247. http://doi.org/10.1177/0018720816669646.

      [12] Bonett, D. G., & Wright, T. A. (2015). Cronbach’s alpha reliability: Interval estimation, hypothesis testing, and sample size planning. Journal of Organizational Behavior, 36(1), 3–15. http://doi.org/10.1002/job.1960.

      [13] Lindahl, M. G., & Folkesson, A.-M. (2012). Can we let computers change practice? Educators’ interpretations of preschool tradition. Computers in Human Behavior, 28(5), 1728–1737. http://doi.org/10.1016/j.chb.2012.04.012.

      [14] Diah, N. M., Ismail, M., Ahmad, S., & Dahari, M. K. M. (2010). Usability testing for educational computer game using observation method. Proceedings of 2010 International Conference on Information Retrieval & Knowledge Management (CAMP) (pp. 157–161). IEEE. http://doi.org/10.1109/INFRKM.2010.5466926.

      [15] Papaloukas, S., Patriarcheas, K., & Xenos, M. (2009). Usability assessment heuristics in new genre videogames. Proceedings of PCI 2009 - 13th Panhellenic Conference on Informatics, 202–206. http://doi.org/10.1109/PCI.2009.14.

  • Downloads

  • How to Cite

    Sudarmilah, E., Ustia, N., & Nuryanto Bakhtiar, D. (2019). Learning Media based on Augmented Reality Game. International Journal of Engineering & Technology, 8(1.1), 154-157. https://doi.org/10.14419/ijet.v8i1.1.24653