IAD Index of Academic Documents
  • Home Page
  • About
    • About Izmir Academy Association
    • About IAD Index
    • IAD Team
    • IAD Logos and Links
    • Policies
    • Contact
  • Submit A Journal
  • Submit A Conference
  • Submit Paper/Book
    • Submit a Preprint
    • Submit a Book
  • Contact
  • 19 Mayıs Sosyal Bilimler Dergisi
  • Volume:2 Issue:2
  • EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME

EXPERIMENTING BLENDED LEARNING MODEL USING AN AUGMENTED REALITY-BASED GAME

Authors : Antonius SURATNO, Erdhi NUGROHO
Pages : 327-349
Doi:10.52835/19maysbd.879307
View : 48 | Download : 17
Publication Date : 2021-06-30
Article Type : Research Paper
Abstract :Augmented Reality (AR) is a cutting-edge technology used for various learning media including for English learning. The advantage of AR in teaching is its ability to add multi-media objects to traditional teaching materials that motivate students to learn. The purpose of the study was to experiment with the use of AR-based game as additional material to the face-to-face teaching and learning in the blended learning model to improve English reading skills in secondary schools. This study employed a quasi-experimental method based on a pre-test and post-test design deploying statistical analysis. The whole research project involved a questionnaire and Focus Group Discussion (FGD) data collection to be presented separately. The results of the experiment showed that the results of the correlation test respectively show the Pair 1 number = .406 at the significance level of 0.17; Pair 2 = .288 at the significance level of 0.99 'Pair 3 = .030 at the significance value of 8.86, and the results of the Paired Sample Test' showed the value of "Paired Differences" of -5.569. This value indicated the difference between the pre-test and post-test results with a difference between -6,674 to -4,464 at the 95% confidence interval. The results of this experiment rejected hypothesis 0 which suggests that as the ArReadSpeed game is combined with teaching in the context of classroom learning result in good learning outcomes, making it a good blended learning model. The results of this experiment confirmed that the use of AR-based games for blended-learning contexts is an appropriate learning model.
Keywords : augmented reality, learning media, blended learning, reading English

ORIGINAL ARTICLE URL
VIEW PAPER (PDF)

* There may have been changes in the journal, article,conference, book, preprint etc. informations. Therefore, it would be appropriate to follow the information on the official page of the source. The information here is shared for informational purposes. IAD is not responsible for incorrect or missing information.


Index of Academic Documents
İzmir Academy Association
CopyRight © 2023-2025