Developing and Evaluating an Augmented Reality Application to Explore Ethical Values in Humans and Animals through Literary Works

This study aims to develop and evaluate an augmented reality (AR) application designed to explore ethical values in humans and animals through literary works. The application integrates interactive storytelling, scenario-based learning, and 3D visualizations drawn from novels such as Animal Farm, Life of Pi, and Drive Your Plow Over the Bones of the Dead. A single group pretest–posttest experimental design was employed involving 20 ninth-grade students from a secondary school in Indonesia. Data were collected through a multiple-choice test and a Likert-based attitude scale, administered before and after a four-week AR intervention. Quantitative results revealed significant improvements in students’ understanding of ethical values (t = 8.25, p < 0.001) and ethical reasoning skills (t = 7.89, p < 0.001). Additionally, qualitative feedback from students and teacher observations indicated increased engagement, empathy, and critical thinking. These findings suggest that AR-based literary learning can effectively strengthen students’ understanding of ethical values and their ethical decision-making skills. The study advocates for the integration of immersive technology into value-based education within the humanities.

Authors

Publication Details

Journal
Jurnal Bahasa dan Sastra
Published
2025-08-22
DOI
https://doi.org/10.24036/jbs.v13i2.134112
Primary Topic
Human-Animal Interaction Studies
Type
article
Field-Weighted Citation Impact
0.00
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article

Developing and Evaluating an Augmented Reality Application to Explore Ethical Values in Humans and Animals through Literary Works

Anwar Efendi, Esti Swatika Sari, Ella Wulandari, Hartono Hartono
Jurnal Bahasa dan Sastra
Human-Animal Interaction Studies
article

Developing and Evaluating an Augmented Reality Application to Explore Ethical Values in Humans and Animals through Literary Works

Anwar Efendi, Esti Swatika Sari, Ella Wulandari, Hartono Hartono
article en

Abstract

This study aims to develop and evaluate an augmented reality (AR) application designed to explore ethical values in humans and animals through literary works. The application integrates interactive storytelling, scenario-based learning, and 3D visualizations drawn from novels such as Animal Farm, Life of Pi, and Drive Your Plow Over the Bones of the Dead. A single group pretest–posttest experimental design was employed involving 20 ninth-grade students from a secondary school in Indonesia. Data were collected through a multiple-choice test and a Likert-based attitude scale, administered before and after a four-week AR intervention. Quantitative results revealed significant improvements in students’ understanding of ethical values (t = 8.25, p < 0.001) and ethical reasoning skills (t = 7.89, p < 0.001). Additionally, qualitative feedback from students and teacher observations indicated increased engagement, empathy, and critical thinking. These findings suggest that AR-based literary learning can effectively strengthen students’ understanding of ethical values and their ethical decision-making skills. The study advocates for the integration of immersive technology into value-based education within the humanities.

Jurnal Bahasa dan SastraVol. 13(2)
Openalex Percentile: Top 76%
Human-Animal Interaction Studies
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