Research Article

EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME

Volume: 2 Number: 2 June 30, 2021
TR EN

EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME

Abstract

Augmented Reality (AR) is a cutting-edge technology used for various learning media including for English learning. The advantage of AR in teaching is its ability to add multi-media objects to traditional teaching materials that motivate students to learn. The purpose of the study was to experiment with the use of AR-based game as additional material to the face-to-face teaching and learning in the blended learning model to improve English reading skills in secondary schools. This study employed a quasi-experimental method based on a pre-test and post-test design deploying statistical analysis. The whole research project involved a questionnaire and Focus Group Discussion (FGD) data collection to be presented separately. The results of the experiment showed that the results of the correlation test respectively show the Pair 1 number = .406 at the significance level of 0.17; Pair 2 = .288 at the significance level of 0.99 'Pair 3 = .030 at the significance value of 8.86, and the results of the Paired Sample Test' showed the value of "Paired Differences" of -5.569. This value indicated the difference between the pre-test and post-test results with a difference between -6,674 to -4,464 at the 95% confidence interval. The results of this experiment rejected hypothesis 0 which suggests that as the ArReadSpeed game is combined with teaching in the context of classroom learning result in good learning outcomes, making it a good blended learning model. The results of this experiment confirmed that the use of AR-based games for blended-learning contexts is an appropriate learning model.

Keywords

Supporting Institution

DRPM Ministry of Research, Technology, and High Education, Republic of Indonesia

Project Number

2

Thanks

Antonius Suratno

References

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Details

Primary Language

English

Subjects

Educational Psychology

Journal Section

Research Article

Publication Date

June 30, 2021

Submission Date

February 18, 2021

Acceptance Date

June 13, 2021

Published in Issue

Year 2021 Volume: 2 Number: 2

APA
Suratno, A., & Nugroho, E. (2021). EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME. 19 Mayıs Sosyal Bilimler Dergisi, 2(2), 327-349. https://doi.org/10.52835/19maysbd.879307
AMA
1.Suratno A, Nugroho E. EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME. 19 Mayıs Sosyal Bilimler Dergisi. 2021;2(2):327-349. doi:10.52835/19maysbd.879307
Chicago
Suratno, Antonius, and Erdhi Nugroho. 2021. “EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME”. 19 Mayıs Sosyal Bilimler Dergisi 2 (2): 327-49. https://doi.org/10.52835/19maysbd.879307.
EndNote
Suratno A, Nugroho E (June 1, 2021) EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME. 19 Mayıs Sosyal Bilimler Dergisi 2 2 327–349.
IEEE
[1]A. Suratno and E. Nugroho, “EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME”, 19 Mayıs Sosyal Bilimler Dergisi, vol. 2, no. 2, pp. 327–349, June 2021, doi: 10.52835/19maysbd.879307.
ISNAD
Suratno, Antonius - Nugroho, Erdhi. “EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME”. 19 Mayıs Sosyal Bilimler Dergisi 2/2 (June 1, 2021): 327-349. https://doi.org/10.52835/19maysbd.879307.
JAMA
1.Suratno A, Nugroho E. EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME. 19 Mayıs Sosyal Bilimler Dergisi. 2021;2:327–349.
MLA
Suratno, Antonius, and Erdhi Nugroho. “EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME”. 19 Mayıs Sosyal Bilimler Dergisi, vol. 2, no. 2, June 2021, pp. 327-49, doi:10.52835/19maysbd.879307.
Vancouver
1.Antonius Suratno, Erdhi Nugroho. EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME. 19 Mayıs Sosyal Bilimler Dergisi. 2021 Jun. 1;2(2):327-49. doi:10.52835/19maysbd.879307

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