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 affect 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.
CITATION STYLE
Sudarmilah, E., Irsyadi, F. Y. A., Purworini, D., Fatmawati, A., Haryanti, Y., Santoso, B., … Ustia, N. (2020). Improving knowledge about Indonesian culture with augmented reality gamification. In IOP Conference Series: Materials Science and Engineering (Vol. 830). Institute of Physics Publishing. https://doi.org/10.1088/1757-899X/830/3/032024
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