Augmented Reality Game-Based Learning: Enhancing Basic Mathematics Abilities for Students with Special Needs

Ferawati Ferawati, Fiqih Hana Saputri, Lilis Stianingsih, Eka Uliyanti Putri, Detin Sofia, Muhammad Iqbal Hanafri

Abstract


Abstract: Basic math skills are very important not only for students in general, but also for those with special needs. Students can learn math in a fun way through an engaging learning medium, one of which is augmented reality game-based learning can help students face challenges in understanding basic math concepts. This research aims to develop valid, practical and effective augmented reality learning media applications. The type of research applied is research and development (R & D) with the development of 4D models. The Data collection techniques and instruments include validation sheets, practicality sheets, tests, observations, interviews, questionnaires and documentation. The research sample encompasses 12 students sitting in grade 5 at SKh YKDW 01 Tangerang.  The results of the research show that : (1) The validity of the augmented reality learning application meets the very valid criteria. (2) The augmented reality learning application is found to be very practical. (3) The results of product effectiveness analysis were obtained from test results and student responses in questionnaire sheets N-Gain score bearing 0.84 in the high category with indicators: the utilizing and understanding application devices, the ease of access and use, the students engagement and motivation, and the supporting collaborative learning. Additionally, these affirm that the AR is very effective in increasing the engagement, understanding, and math skills of children with special needs. Therefore, the designed augmented reality learning media are suitable for improving the basic mathematical abilities of children with special needs.      

 

Keywords: math, AR, student special need.


DOI: http://dx.doi.org/10.23960/jpmipa/v25i3.pp1378-1396


Full Text:

PDF

References


Alper, A., Öztas, E. S., Atun, H., Çinar, D., & Moyenga, M. (2021). A systematic literature review towards the research of game-based learning with augmented reality. International Journal of Technology in Education and Science, 5(2), 224-244

Andre, A., & Adelia, T. (2022). Modifikasi multimedia development lifecycle dan proses produksi video dalam pembuatan perangkat multimedia untuk film dokumenter: “krupuk amplang balikpapan”. , 3(2). https://doi.org/10.24123/saintek.v3i2.5143

Annafi, A., Hakim, D L., & Rohendi, D. (2019). Impact of using augmented reality applications in the educational environment. IOP Publishing, 1375(1), 012080-012080. https://doi.org/10.1088/1742-6596/1375/1/012080.

Andzin, N. S., Sari, P. Y. P., Widodo, R. C., Sukowati, D. I., Indriastuti, S., & Nursyahidah, F. (2024). Arithmetic sequences and series learning using realistic mathematics education assisted by augmented reality. Jurnal Pendidikan Matematika, 18(1), 139–148. https://doi.org/10.22342/jpm.v18i1.pp139-148

Aprinaldi, A., Rahmawati, Y., & Komaro, M. (2019, December 1). Implementation of Augmented Reality (AR) android based in learning. IOP Publishing, 1402(7), 077045-077045. https://doi.org/10.1088/1742-6596/1402/7/077045

Arhin, J., Boateng, F., Akosah, E., & Gyimah, K. (2024). Perceptions and readiness of high school mathematics teachers for integration of ICT tools in the teaching and learning of mathematics. Pedagogical Research. https://doi.org/10.29333/pr/14032.

Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2014). Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society, 17(4), 133-149. http://hdl.handle.net/10256/17763

Basumatary, D., & Maity, R. (2023). Effects of augmented reality in primary education: a literature review. human behavior and emerging technologies. https://doi.org/10.1155/2023/4695759

Bistaman, I N M., Idrus, S Z S., & Rashid, S A. (2018). The use of augmented reality technology for primary school education in Perlis, Malaysia. IOP Publishing, 1019, 012064-012064. https://doi.org/10.1088/1742-6596/1019/1/012064

Blaschke, L. M. (2021). The dynamic mix of heutagogy and technology: Preparing learners for lifelong learning. British Journal of Educational Technology, 52(4), 1629-1645.

Bhushan, S., Arunkumar, S., Eisa, T.A.E., Nasser, M., Singh, A.K., Kumar, P. (2024). AI-Enhanced dyscalculia screening: a survey of methods and applications for children. Diagnostics. 14, 1441. https://doi.org/ 10.3390/diagnostics14131441

Cai, M., Akçayır, G., & Epp, C D. (2021). Exploring augmented reality games in accessible learning: a systematic review. Cornell University. https://doi.org/10.48550/arxiv.2111.08214.

Corso, L.V., Corso, H. V., de Salles, J. F. (2024). Intervention in mathematical skills: number sense. In: Cardoso, C.d.O., Dias, N. M. (Eds) Neuropsychological Interventions for Children - Volume 1. Springer, Cham. https://doi.org/10.1007/978-3-031-53586-4_12.

Ferawati, F., & Saputri, F. H. . (2022). Game edukasi untuk anak tunagrahita berbasis android pada materi perkalian berdasarkan aspek gender equity dan social inclusion (GESI). G-Tech: Jurnal Teknologi Terapan, 6(2), 127–135. https://doi.org/10.33379/gtech.v6i2.1510

Ferawati, F., Sofia, D. , & Sari, P. A. . (2023). Pengenalan media pembelajaran augmented reality untuk anak berkebutuhan khusus. I-Com: Indonesian Community Journal, 3(4), 1591–1597. https://doi.org/10.33379/icom.v3i4.3340

Feldman, K., & Denti, L. (2017). High-Access instruction: practical strategies to increase active learning in diverse classrooms. In Focus on Exceptional Children (Vol. 36, Issue 7). University of Kansas. https://doi.org/10.17161/foec.v36i7.6805

Fernández-Batanero, J. M., Montenegro-Rueda, M., & Fernández-Cerero, J. (2022). Use of augmented reality for students with educational needs: a systematic review (2016–2021). Societies, 12(2), 36.

Gaol, F L., & Prasolova‐Førland, E. (2021, October 16). Special section editorial: The frontiers of augmented and mixed reality in all levels of education. Springer Science+Business Media, 27(1), 611-623. https://doi.org/10.1007/s10639-021-10746-2.

Geetha, S., Anbarasi, L J., Raj, B E., Gupta, A., & Prasad, A V. (2020). AR Learning platform for mentally differently abled children. https://doi.org/10.1109/itt51279. 2020.9320888

Gong, J., Han, T., Guo, S., Li, J., Zha, S., Zhang, L., Tian, F., Wang, Q., & Geng, X. (2021). HoloBoard: a large-format immersive teaching board based on pseudo holographics. https://doi.org/10.1145/3472749.3474761

Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64-74.

Hsieh, H., & Maritz, A. (2023). A study of the impact of the application of digital technologyintegrated entrepreneurship education on entrepreneurship and entrepreneurial performance. International Journal of Emerging Technologies in Learning (iJET). https://doi.org/10.3991/ijet.v18i20.43907.

Intarapreecha, N. & Sangsawang, T. (2023). Incorporating augmented reality to enhance learning for students with learning disabilities: a focus on spatial orientation in physical. Journal of Applied Data Sciences, 4(3). https://doi.org/10.47738/ jads.v4i3.126

Ivan, V., & Maat, S.M. (2024). The usage of augmented reality technology in mathematics education: a systematic literature review. International Journal of Academic Research in Progressive Education and Development 13(1) https://doi.org/10.6007/ijarped/v13-i1/20064

Ivarson, E., Erlandsson, V., Faraon, M., & Khatib, S. (2024). Augmented reality and gamification in higher education: Designing mobile interaction to enhance students’ motivation and learning. E-Learning and Digital Media, 0(0). https://doi.org/10.1177/20427530241239981

Jdaitawi, M., Alturki, S., Ramzy, S., Saleh, W S M., Mabrouk, S H., Abdulgawad, R., & Hasan, H. (2022). The effect of modern technology app on the self-regulation skills of students with disabilities. Medknow, 11(1), 288-288. https://doi.org/10.4103/ jehp.jehp_1798_21.

Jia, Z., Ogan, A., Liu, T., Sung, Y., & Chang, K. (2016). The influence of using augmented reality on textbook support for learners of different learning styles. https://doi.org/10.1109/ismar.2016.26

Kesim, M., & Özarslan, Y. (2012). Augmented reality in education: current technologies and the potential for education. Elsevier BV, 47, 297-302. https://doi.org/10.1016/ j.sbspro.2012.06.654

Kuanbayeva, B., Shazhdekeyeva, N., Zhusupkaliyeva, G., Mukhtarkyzy, K., Abildinova, G. (2024). Investigating the role of augmented reality in supporting collaborative learning in science education: a case study. International Journal of Engineering Pedagogy (iJEP), 14(1), pp. 149–161. https:// doi.org/10.3991/ijep.v14i1.42391

Lutz, S., & Ebenbeck, N. (2023). Mathematical skills of students with special educational needs in the area of learning (SEN-L) in pre-vocational programs in Germany. International Journal for Research in Vocational Education and Training (IJRVET). 10(1). https://doi.org/10.13152/IJRVET.10.1.1.

May, Y.S., Anal, A., Hoe, F.S. (2024). Enhancing the basic mathematical skills of pupils with mathematical learning difficulties using metic board: a conceptual framework. Journal of Social Sciences and Business Quest International University, 3(1). https://doi.org/10.5281/zenodo.12567016.

Pamungkas, T. (2020). Android-based augmented reality media and the curiosity about mathematics. IOP Publishing, 1663(1), 012016-012016. https://doi.org/10.1088/ 1742-6596/1663/1/012016.

Pan, Z. (2022). Application of augmented reality in the teaching of english in early childhood education. In Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research. https://doi.org/10.2991/assehr.k.220704.093

Pathania, M., Mantri, A., Kaur, D. P., Singh, C. P., & Sharma, B. (2023). A Chronological literature review of different augmented reality approaches in education. Technology Knowledge and Learning, 28, 329-346.

Pertiwi, D R., & Kusumaningrum, M A D. (2019). Need analysis of english for mechanical engineering. University of La Rioja, 6(1), 20-28. https://doi.org/ 10.26555/adjes.v6i1.12268

Radovan, D., & Radovan, M. (2023). Teacher, think twice: About the importance and pedagogical value of blended learning design in vet. Education Sciences. https://doi.org/10.3390/educsci13090882.

Rebollo, C., Remolar, I., Rossano, V., & Lanzilotti, R. (2021). Multimedia augmented reality game for learning math. Springer Science+Business Media, 81(11), 14851-14868. https://doi.org/10.1007/s11042-021-10821-3.

Xu, H., & Yao, Y. (2022). Research on multimedia technology-assisted college english grammar teaching. Wiley 1-10. https://doi.org/10.1155/2022/7534153

Vela, L.V., & Ardi. (2021). Validitas dan kepraktisan media pembelajaran e-learning berbasis edmodo untuk materi sistem sirkulasi kelas XI SMA. Didaktika Biologi: Jurnal Penelitian Pendidikan Biologi (2021), 5 (1), 41-48. https://doi.org/10.32502/dikbio.v5i1.3250

Yoke, S K., Ahmad, T S A S., & Hasan, N H. (2019). Exploring the potential of augmented reality in english for report writing: a perceptive overview. , 4(33), 13-21. https://doi.org/10.35631/ijepc.433002

Yu, J., Denham, A. R., & Searight, E. (2022). A systematic review of augmented reality game-based Learning in STEM education. Educational Technology Research and Development, 70(4), 1169-1194.

Ziden, A.A., & Ifedayo, A. M. (2022). Effectiveness of augmented reality (ar) on students’ achievement and motivation in learning science. EURASIA Journal of Mathematics, Science and Technology Education, 2022, 18(4). https://doi.org/10.29333/ejmste/11923


Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Jurnal Pendidikan MIPA

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

View My Stats

Creative Commons License
The copyright is reserved to The Jurnal Pendidikan MIPA that is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.