Gamifikasi dan ARBook Berbasis Hybrid Augmented Reality dengan Multi-Target Tracking pada Petualangan Belajar Sejarah Kerajaan Hindu-Buddha
A Gamified Hybrid Augmented Reality (AR) Book with Multi-Target Tracking for a Learning Adventure in the History of Hindu–Buddhist Kingdoms
Date
2025Author
Windari, Fani
Advisor(s)
Purnamasari, Fanindia
Nurhasanah, Rossy
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In History learning in elementary schools is often perceived as less engaging, so media that can increase students’ interest and understanding is needed. This study develops Petualangan Kerajaan Hindu-Buddha, an Augmented Reality (AR) based learning medium built with Vuforia that combines marker-based multi-target and markerless Ground Plane, complemented with quizzes and a star-based progression mechanic. The evaluation comprised (1) black-box functional testing across all scenes (menu, kingdom selection, AR exploration, quiz, storage/leaderboard), (2) a single-group pretest–posttest experiment with 30 fourth-grade students using 20 identical items, (3) media feasibility validation referring to BSNP and contextual assessment by two teachers, (4) learning-motivation evaluation using the ARCS model, and (5) the Game User Experience Satisfaction Scale (GUESS-18). Results indicate that all features run well and stably in functional tests. The mean score increased from 64 (Pre-Test) to 80 (Post-Test), the median from 65 to 80, and the mode from 65 to 85, indicating the medium’s effectiveness in improving understanding. Media feasibility was rated Highly Feasible Content 84,8%, Presentation 83,3%, Language 87,5%, Contextual 89%. ARCS evaluation was also Highly Feasible, Attention 90,42%, Relevance 88,54%, Confidence 89,79%, Satisfaction 85,63%. GUESS-18 yielded a total score of 39,79/56 (~71%), with the strongest aspects being Personal Gratification and Narratives, while Play Engrossment emerged as a priority for improvement.
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- Undergraduate Theses [873]
