2020
DOI: 10.11591/eei.v9i4.1979
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HistoriAR: Experience Indonesian history through interactive game and augmented reality

Abstract: History has a vital function in shaping the personality of the nation, the quality of humans, and the people of a country. However, one factor that influences learning behavior that could be improved is the students’ interest in learning. The use of game-based learning has been proven to be effective in making activities to be more fun to do. Moreover, augmented reality technology also shows enormous potential in the world of education. This research developed a game-based historical learning application using… Show more

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Cited by 18 publications
(9 citation statements)
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References 14 publications
(14 reference statements)
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“…In a study by [28], the game "SejarAR" was used to teach about Malaysia's local history. In a more recent study, [29] developed the AR game "HistoriAR", which aims to teach users about the local history of Indonesia.…”
Section: Ar Games For Local Historymentioning
confidence: 99%
“…In a study by [28], the game "SejarAR" was used to teach about Malaysia's local history. In a more recent study, [29] developed the AR game "HistoriAR", which aims to teach users about the local history of Indonesia.…”
Section: Ar Games For Local Historymentioning
confidence: 99%
“…Education, advertising, engineering, medical training, psychology, and social media are only a few examples of the areas that use AR. According to [6], in the field of education, AR has enormous potential. It facilitates an efficient and enjoyable learning process through AR game-based learning.…”
Section: Literature Review a Ar Application In Various Fieldsmentioning
confidence: 99%
“…[17] explain that game-based AR learning can be an important method of instruction because it fosters students' involvement and engagement in the learning process. Also, research by [6] demonstrated that AR enhances the effectiveness and enjoyment of learning. The incorporation of AR technology into history education has the potential to pique students' interest in the topic.…”
Section: B Enhancing Learning Using Armentioning
confidence: 99%
“…It is a six-phase process life cycle consisting of initiation (create a rough concept), pre-production (create and revise game designs, then create a prototype), production (create assets and source codes, combine the two elements and customize the prototype), testing (test the game's functionality and conduct internally the game usability and playability), beta (implement test externally to get feedback for bugs), and release (release to the public). Trista and Rusli [12] developed a game for learning Indonesian history by following the software development processes as a game-based learning method. The method consists of problem identification (indicate the need to improve the study of Indonesian history), literature review (review methods to solve similar problems), system design (design the application), construction (define the game structure, app flows, user interfaces, and game assets), testing (conduct functional tests), and evaluation (assess the perceived ease of use of the app).…”
Section: Proposed Modelmentioning
confidence: 99%
“…A good user interface (UI), user experience (UX), and 5395 gameplay experience (GX) are all essential to keep players engaged [10], [13]. For the game-based learning method of [12], it can be claimed that the inclusion of HCI principles is insufficient in terms of the educational value of games. This application was measured the perceived ease of use, though it was not measured the ability to improve a player's learning experience.…”
Section: Proposed Modelmentioning
confidence: 99%