The effectiveness of augmented reality-based gamification in folk poetry learning: integrating local wisdom into education

Introduction: Exploring technological developments in learning has become a concern for many parties today. One of them is gamification-based Augmented Reality (AR) technology which is packaged with a touch of local wisdom in learning folk poetry. The development of folk poetry learning media with AR technology and gamification was applied to two class groups, namely the control group and the experiment group Objective: The hypothesis of this research is that there is a significant difference in students' understanding and interest in folk poetry before and after using Folk Poetry Learning Media with Augmented Reality-Based Gamification Techniques. Methodology: This research method is a study of the development of the ADDIE model in the implementation and evaluation stages. The students analyzed were Grade VII Junior High School students. The interactive qualitative analysis model consists of three components, namely (1) data reduction, (2) data display, and (3) conclusion or verification. Quantitative data were analyzed using ANOVA statistical tests. Results: Based on ANOVA and t-test analyses, the development of digital technology has had a significant influence on education and learning. Folk poetry media with AR technology and gamification proved to be highly effective as a learning medium with an average above 90% for 14 indicators and 88% for 1 indicator. Conclusions: This research found that folk poetry learning media designed according to West Sumatra's local wisdom provides emotional connection and strengthens understanding for students. Gamification-based Augmented Reality technology delivers a real and interactive learning experience that makes it easier for students to understand the learning material.

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Publication Details

Journal
Retos
Published
2025-04-17
DOI
https://doi.org/10.47197/retos.v67.114728
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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The effectiveness of augmented reality-based gamification in folk poetry learning: integrating local wisdom into education

Wahyudi Rahmat, Yosi Wulandari, Denik Wirawati, M.Pd Dr. Deni Kurniawan et al.
1 citations
Retos
Educational Games and Gamification
3.44
article

The effectiveness of augmented reality-based gamification in folk poetry learning: integrating local wisdom into education

Wahyudi Rahmat, Yosi Wulandari, Denik Wirawati, M.Pd Dr. Deni Kurniawan, Nuril Anwar
article en
1 citations

Abstract

Introduction: Exploring technological developments in learning has become a concern for many parties today. One of them is gamification-based Augmented Reality (AR) technology which is packaged with a touch of local wisdom in learning folk poetry. The development of folk poetry learning media with AR technology and gamification was applied to two class groups, namely the control group and the experiment group Objective: The hypothesis of this research is that there is a significant difference in students' understanding and interest in folk poetry before and after using Folk Poetry Learning Media with Augmented Reality-Based Gamification Techniques. Methodology: This research method is a study of the development of the ADDIE model in the implementation and evaluation stages. The students analyzed were Grade VII Junior High School students. The interactive qualitative analysis model consists of three components, namely (1) data reduction, (2) data display, and (3) conclusion or verification. Quantitative data were analyzed using ANOVA statistical tests. Results: Based on ANOVA and t-test analyses, the development of digital technology has had a significant influence on education and learning. Folk poetry media with AR technology and gamification proved to be highly effective as a learning medium with an average above 90% for 14 indicators and 88% for 1 indicator. Conclusions: This research found that folk poetry learning media designed according to West Sumatra's local wisdom provides emotional connection and strengthens understanding for students. Gamification-based Augmented Reality technology delivers a real and interactive learning experience that makes it easier for students to understand the learning material.

RetosVol. 67
Universitas Ahmad Dahlan (ID), Universitas Muhammadiyah Sumatera Barat (ID)
Openalex Percentile: Top 10%
Educational Games and Gamification
3.44
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