Endah Sudarmilah|Fatah Yasin Al Irsyadi|Dian Purworini|Azizah Fatmawati|Yanti Haryanti|Budi Santoso|Doni Nuryanto Bakhtiar|Nurul Ustia
Improving knowledge about Indonesian culture with augmented reality gamification
Muhammadiyah University of Surakarta|Muhammadiyah University of Surakarta|Muhammadiyah University of Surakarta|Muhammadiyah University of Surakarta|Muhammadiyah University of Surakarta|Muhammadiyah University of Surakarta|Muhammadiyah University of Surakarta|Muhammadiyah University of Surakarta
abstract digital technology cannot dammed avoided moreover current generation children native digital generation born close world digital technology smartphones laptops digital applications internet access others may affect attitudes behaviors children positive negative impacts however act wisely alienating avoiding children technology providing education technology digital literacy directing video game access positive video games beneficial method used research research development modified sdlc software development life cycle development model development augmented reality ar educational games study also uses pretestposttest group matching design analyze increase elementary school students knowledge learning indonesian culture measurement results student learning outcomes carried giving tests form multiple choice statistical analysis used study validity test wilcoxon signed rank test validity testing shows 9333 questionnaire items valid results wilcoxon signed rank test analysis obtained significant value 000 lt005 stated differences average student learning outcomes pretest posttest increased research concludes use ar edugame learning media influence compared learning media shows increase student learning outcomes