Developing augmented reality novel games as English learning media for reading narrative texts

Hajar Khoirunisa, Universitas Negeri Yogyakarta, Indonesia
Tri Wahyuni Floriasti, Universitas Negeri Yogyakarta, Indonesia

Abstract


Incorporating augmented reality (AR) into education is increasingly vital for fostering engagement and interactivity, particularly in language learning, where narrative text plays a central role. The objectives of this study were to (1) ascertain the participants' target demands, (2) analyze their English-language learning needs, and (3) create an augmented reality novel game as a teaching tool for narrative text. This research and development project (R&D) was conducted. Junior high schoolers were the subjects; they were 15 males and 17 females. This study was done using a 4-D model. Participants were given questionnaires to complete, and an English teacher was interviewed as part of the need analysis. The instruments used to collect the data were the needs analysis questionnaire, interview guidelines, expert judgment rating scale, and student review questionnaire. The result of this study is an augmented reality novel game as English learning media, which was created after taking into account the findings of the needs analysis, professional opinion, and student evaluation. It consists of narrative texts in general and augmented reality books that serve as instances of narrative texts. The developed media's overall average score was 3.65. The created interactive learning multimedia was therefore categorized as suitable. According to the students' review findings, most augmented reality novel games are excellent and appropriate.

Keywords


Augmented reality novel game; English learning media; Reading narrative texts

Full Text:

PDF

References


Baabdullah, A. M., Alsulaimani, A. A., Allamnakhrah, A., Alalwan, A. A., Dwivedi, Y. K., & Rana, N. P. (2022). Usage of augmented reality (AR) and development of e-learning outcomes: An empirical evaluation of students’ e-learning experience. Computers and Education, 177(1), 1–19. https://doi.org/10.1016/j.compedu.2021.104383

Becker, K., & Nguyen, P. (2017). Technology-enhanced language learning for specialized domains: Practical applications and mobility. Language Learning & Technology, 21(3), 67–71. http://hdl.handle.net/10125/44633

Braad, E., Degens, N., Barendregt, W., & Ijsselstejin, W. (2021). Development of a design framework for metacognition in game-based learning. Journal of Interactive Learning Research, 32(4), 295–323. https://www.learntechlib.org/primary/p/220332/

Cubeles, A., & Riu, D. (2018). The effective integration of ICTs in universities: the role of knowledge and academic experience of professors. Technology, Pedagogy and Education, 27(3), 339–349. https://doi.org/10.1080/1475939X.2018.1457978

Dunleavy, M., & Dede, C. (2014). Augmented reality teaching and learning. In Handbook of Research on Educational Communications and Technology (pp. 735–745). Springer. https://doi.org/10.1007/978-1-4614-3185-5_59

Gee, J. P. (2023). What video games have to teach us about learning and literacy. PALGRAVE MACMILLAN.

Kear, K., Cathryn Peoples, Helen Donelan, & Jon Rosewell. (2022). Active participation in synchronous online learning. Envisioning Report for Empowering Universities, 6(May), 24–26. https://doi.org/10.5281/zenodo.6511424

Kohnke, L. (2020). Exploring learner perception, experience and motivation of using a Mobile App in l2 vocabulary acquisition. International Journal of Computer-Assisted Language Learning and Teaching, 10(1), 15–26. https://doi.org/10.4018/IJCALLT.2020010102

Lai, A.F., Chen, C.H., & Lee, G.Y. (2019). An augmented reality-based learning approach to enhancing students’ science reading performances from the perspective of the cognitive load theory. BJET: British Journal of Educational Technology, 50(1), 232–247. https://doi.org/10.1111/bjet.12716

Manna, M. (2023). Teachers as augmented reality designers: a study on Italian as a foreign language – teacher perceptions. International Journal of Mobile and Blended Learning, 15(2), 1–16. https://doi.org/10.4018/IJMBL.318667

Naciri, A., Baba, M. A., Achbani, A., & Kharbach, A. (2020). Mobile learning in higher education: Unavoidable alternative during covid-19. Aqudemia, 4(1), 1–2. https://doi.org/10.29333/aquademia/8227

Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1–6. https://doi.org/10.1108/10748120110424816

Schrader, C., Reichelt, M., & Zander, S. (2018). The effect of the personalization principle on multimedia learning: The role of student individual interests as a predictor. Educational Technology Research and Development, 66(6), 1387–1397. https://doi.org/10.1007/s11423-018-9588-8

Semmel, M. I., Semmel, D. S., & Thiagarajan, S. (1974). Instructional development for training teachers of exceptional children: A sourcebook. Indiana University.

Suharto, G. (2006). Penilaian pembelajaran bahasa inggris. P2B UNY.

Taeger, S. D., & Yanchar, S. C. (2019). Principles and practices of designing narrative distance for transformative learning experiences. Educational Media International, 56(2), 164–181. https://doi.org/10.1080/09523987.2019.1614322

Tai, T.Y. (2022). Impact of mobile virtual reality on EFL learners’ listening comprehension. Language Learning & Technology, 26(1), 1–23. https://hdl.handle.net/10125/73491

Titus, S., & Ng’ambi, D. (2023). Digital gaming for cross-cultural learning: Development of a social constructivist game based learning model at a South African University. International Journal of Game-Based Learning, 13(1), 1–20. https://doi.org/10.4018/IJGBL.331995

Vygotsky, L. S. (1980). Mind in society: Development of higher psychological processes. Harvard University Press.

Youngs, B. L. (2021). Item-level learning analytics: Ensuring quality in an online French course. Language Learning & Technology, 25(1), 73–91. https://hdl.handle.net/10125/73426




DOI: https://doi.org/10.21831/jitp.v10i4.65246

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Hajar Khorunisa, Tri Wahyuni Floriasti

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

Our journal indexed by:

       

View Journal Statistics