The Effectiveness of Using Augmented Reality-Based Educational Games in Science Learning for Elementary School Students: A Systematic Literature Review
DOI:
https://doi.org/10.59890/ijist.v3i2.220Keywords:
Augmented Reality, Educational Games, Science, Elementary SchoolAbstract
The development of Augmented Reality (AR) technology offers an immersive, interactive, and engaging solution to improve science learning in elementary schools. This study aims to analyze the effectiveness of using Augmented Reality-based educational games in learning science in elementary school students. This research uses Systematic Literature Review (SLR) to analyze the effectiveness of AR-based educational games by reviewing 344 articles from 2019 to 2024, sourced from Google Scholar and Publish or Perish. The findings show that AR games significantly improve students' motivation, learning achievement, enthusiasm, and understanding of science concepts. AR creates an effective and interactive learning environment. However, further research is needed to assess the long-term effectiveness of AR.
References
Abadillah., E. & Setyawati. (2023). The Use of Herbarium Media to Improve Science Learning Outcomes of Grade 4 Students in Elementary Schools on Leaf Bone Shape Material. Academia Open.https://doi.org/10.21070/acopen.8.2023.5445
Ana, S., & Ines, R. (2023). The influence of the interactive form of repetition on the success of learning Science in the 5th grade of elementary school. Educatio Biologiae. https://doi.org/10.32633/eb.9.6
Bunyamin, M. (2023a). IPAS Implementation in Elementary Schools: How Teachers Build Student Understanding. Edunesia. https://doi.org/10.51276/edu.v4i3.533
Bunyamin, M. (2023b). IPAS Implementation in Elementary Schools: How Teachers Build Student Understanding. Edunesia. https://doi.org/10.51276/edu.v4i3.533
Edi Junaedi, Adiyati, N., Wulandari, F., & Maulana Ramadhan, A. (2023). PENGEMBANGAN APLIKASI AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN UNTUK MENGENAL TATA SURYA PADA SD ISLAMIC VILLAGE. NUANSA INFORMATIKA, 17(2), 42–47. https://doi.org/10.25134/ilkom.v17i2.29
Georgios, K., Lampropoulos., E., Keramopoulos., K., I., D., & Georgios, E. (2023). Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education. Education Sciences. https://doi.org/10.3390/educsci13060618
I, G. & Margunayasa. (2023). Peranan poster edukasi sebagai media belajar interaktif materi ipa pada siswa sekolah dasar: Tinjauan sistematik. Pendas: jurnal ilmiah pendidikan dasar. https://doi.org/10.23969/jp.v8i1.7734
Nuraini, N., Siti, L., Aisyah., A., & Syafitri. (2023). Problematika dalam Proses Pembelajaran di Tingkat Sekolah Dasar. YASIN. https://doi.org/10.58578/yasin.v3i5.1444
Putri, S., & El, M. (2023). Peningkatan motivasi belajar siswa pada muatan matematika menggunakan media pembelajaran “roda bangun datar” di kelas iii upt sd negeri kaliboto kabupaten blitar. Pendas: jurnal ilmiah pendidikan dasar. https://doi.org/10.23969/jp.v8i1.8927
Soumik, R. (2023). Augmented Reality For Education Based On Markerless Dynamic Rendering. https://doi.org/10.1109/ICNWC57852.2023.10127337
Suratman, H. N. (2021). Aplikasi Mobile Pengenalan Hewan Bagi Siswa SD dengan Augmented Reality. JSTIE (Jurnal Sarjana Teknik Informatika) (E-Journal), 9(3). https://doi.org/10.12928/jstie.v9i3.21872
Zhang, L., Lilliati, I., Fazilah, R., Nor, H., Che, M., & Ghazali. (2023). A Literature Review on Cooperative Learning to Improve EFL Students’ Learning Motivation. International Journal of Professional Business Review. https://doi.org/10.26668/businessreview/2023.v8i6.2636



