EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME
Yıl 2021,
, 327 - 349, 30.06.2021
Antonius Suratno
,
Erdhi Nugroho
Öz
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.
Destekleyen Kurum
DRPM Ministry of Research, Technology, and High Education, Republic of Indonesia
Teşekkür
Antonius Suratno
Kaynakça
- Cowan, P. and Butler, R. (2013). Making geography mobile: using location aware technology to improve student performance in physical geography. Journal of Research and Didactics in Geography, 1(2), 85–105.
- Di Serio, Á., Ibáñez, M. B., and Kloos, C. D. (2012). Impact of an augmented reality system on students’ motivation for a visual art course. Computers & Education. Retrieved March, 2012, from http:// dx.doi.org/2010.1016/j.compedu.2012.2003.2002
- Dunn, Opal. (1983), Beginning English with Young Children, the Macmillan Press Limited, London.
- FitzGerald, Elizabeth; Ferguson, Rebecca; Adams, Anne; Gaved, Mark; Mor, Yishay and Thomas, Rhodri (2013). Augmented reality and mobile learning: the state of the art. International Journal of Mobile and Blended Learning.
- Harris, C. (2009), Meet the New School Board: Board Games Are Back--And They're Exactly What Your Curriculum Needs, School Library Journal, v55 n5 p24-26
- Klopfer, E. and Squire, K. (2008). Environmental detectives – The development of an augmented reality platform for environmental simulations. Educational Tech-nology Research and Development, 56, 203–228. doi:10.1007/s11423-007-9037-6
- Kukulska-Hulme, A. and Traxler, J. (2007) Designing for mobile and wireless learning. In: Beetham, H. and Sharpe, R. (eds.), Rethinking Pedagogy for a Digital Age: Designing and Delivering E-Learning. London: Routledge, 180–192.
- Lehtinen, E. (2008). Mathematics education and learning sciences. in M.Niss(ed) ICME -10 Procedings, IMFUFA(93-104), Department of Science System and Models Roskilde University, Denmark
- Lucardie, D. (2014). The impact of fun and enjoyment on adult’s learning. Procedia—Social and Behavioral Sciences, 142, 439–446.
- Luckin, R. and Stanton Fraser, D. (2011). Limitless or pointless? An evaluation of augmented reality technology in the school and home. International Journal of Technology Enhanced Learning, 3(5), 510–524. doi:10.1504/IJTEL.2011.0421028.
- Mark D. Griffits, Daria J. Kuss A. and Daniel L. King (2012) Video Game Addiction: Past, Present and Future, Journal of Community and Applied Social Psychology, 8, no 4
- Martin-Gutierrez, J., Saorin, J. L., Contero, M., Al- caniz, M., Perez-Lopez, D. C., & Ortega, M. (2010). Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics, 34(1), 77–91. doi:10.1016/j. cag.2009.11.003
- Naismith, L., Lonsdale, P., Vavoula, G. & Sharples, M. (2004), Literature Review in Mobile Technologies and Learning. Bristol: NESTA FutureLab
- Neuburger, L., Beck, J. and Egger, R. (2018), The ‘Phygital’ Tourist Experience: The Use of Augmented and Virtual Reality in Destination Marketing, Camilleri, M. (Ed.) Tourism Planning and Destination Marketing, Emerald Publishing Limited, pp. 183-202.
- Schmalstieg, D. and Wagner, D. (2007). Experiences with handheld augmented reality. In Proceedings of the 2007 6th IEEE and ACM International Sympo- sium on Mixed and Augmented Reality (ISMAR ‘07).
- Suratno, A. and Aydawati, E., N. (2016). Indonesian High School Students’ Beliefs about the Use of Information and Communication Technology for Language Learning. International Journal of Information and Communication Technology Research (JICT). Volume 6 No. 11, November 2016
- Waras. K. (2018). Pendidikan Tinggi 4.0. Artikel Opini di Harian Kompas 3 March 2018
ARTTIRILMIŞ GERÇEKLİĞE DAYALI BİR OYUN KULLANARAK KARIŞTIRILMIŞ ÖĞRENME MODELİ DENEYİMİ
Yıl 2021,
, 327 - 349, 30.06.2021
Antonius Suratno
,
Erdhi Nugroho
Öz
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.
Kaynakça
- Cowan, P. and Butler, R. (2013). Making geography mobile: using location aware technology to improve student performance in physical geography. Journal of Research and Didactics in Geography, 1(2), 85–105.
- Di Serio, Á., Ibáñez, M. B., and Kloos, C. D. (2012). Impact of an augmented reality system on students’ motivation for a visual art course. Computers & Education. Retrieved March, 2012, from http:// dx.doi.org/2010.1016/j.compedu.2012.2003.2002
- Dunn, Opal. (1983), Beginning English with Young Children, the Macmillan Press Limited, London.
- FitzGerald, Elizabeth; Ferguson, Rebecca; Adams, Anne; Gaved, Mark; Mor, Yishay and Thomas, Rhodri (2013). Augmented reality and mobile learning: the state of the art. International Journal of Mobile and Blended Learning.
- Harris, C. (2009), Meet the New School Board: Board Games Are Back--And They're Exactly What Your Curriculum Needs, School Library Journal, v55 n5 p24-26
- Klopfer, E. and Squire, K. (2008). Environmental detectives – The development of an augmented reality platform for environmental simulations. Educational Tech-nology Research and Development, 56, 203–228. doi:10.1007/s11423-007-9037-6
- Kukulska-Hulme, A. and Traxler, J. (2007) Designing for mobile and wireless learning. In: Beetham, H. and Sharpe, R. (eds.), Rethinking Pedagogy for a Digital Age: Designing and Delivering E-Learning. London: Routledge, 180–192.
- Lehtinen, E. (2008). Mathematics education and learning sciences. in M.Niss(ed) ICME -10 Procedings, IMFUFA(93-104), Department of Science System and Models Roskilde University, Denmark
- Lucardie, D. (2014). The impact of fun and enjoyment on adult’s learning. Procedia—Social and Behavioral Sciences, 142, 439–446.
- Luckin, R. and Stanton Fraser, D. (2011). Limitless or pointless? An evaluation of augmented reality technology in the school and home. International Journal of Technology Enhanced Learning, 3(5), 510–524. doi:10.1504/IJTEL.2011.0421028.
- Mark D. Griffits, Daria J. Kuss A. and Daniel L. King (2012) Video Game Addiction: Past, Present and Future, Journal of Community and Applied Social Psychology, 8, no 4
- Martin-Gutierrez, J., Saorin, J. L., Contero, M., Al- caniz, M., Perez-Lopez, D. C., & Ortega, M. (2010). Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics, 34(1), 77–91. doi:10.1016/j. cag.2009.11.003
- Naismith, L., Lonsdale, P., Vavoula, G. & Sharples, M. (2004), Literature Review in Mobile Technologies and Learning. Bristol: NESTA FutureLab
- Neuburger, L., Beck, J. and Egger, R. (2018), The ‘Phygital’ Tourist Experience: The Use of Augmented and Virtual Reality in Destination Marketing, Camilleri, M. (Ed.) Tourism Planning and Destination Marketing, Emerald Publishing Limited, pp. 183-202.
- Schmalstieg, D. and Wagner, D. (2007). Experiences with handheld augmented reality. In Proceedings of the 2007 6th IEEE and ACM International Sympo- sium on Mixed and Augmented Reality (ISMAR ‘07).
- Suratno, A. and Aydawati, E., N. (2016). Indonesian High School Students’ Beliefs about the Use of Information and Communication Technology for Language Learning. International Journal of Information and Communication Technology Research (JICT). Volume 6 No. 11, November 2016
- Waras. K. (2018). Pendidikan Tinggi 4.0. Artikel Opini di Harian Kompas 3 March 2018