Developing augmented reality novel games as English learning media for reading narrative texts

Hajar Khoirunisa, Tri Wahyuni Floriasti
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Abstract

Incorporating augmented reality (AR) into education is increasingly vital for fostering engagement and interactivity, particularly in language learning, where narrative text plays a central role. The objectives of this study were to (1) ascertain the participants' target demands, (2) analyze their English-language learning needs, and (3) create an augmented reality novel game as a teaching tool for narrative text. This research and development project (RD) was conducted. Junior high schoolers were the subjects; they were 15 males and 17 females. This study was done using a 4-D model. Participants were given questionnaires to complete, and an English teacher was interviewed as part of the need analysis. The instruments used to collect the data were the needs analysis questionnaire, interview guidelines, expert judgment rating scale, and student review questionnaire. The result of this study is an augmented reality novel game as English learning media, which was created after taking into account the findings of the needs analysis, professional opinion, and student evaluation. It consists of narrative texts in general and augmented reality books that serve as instances of narrative texts. The developed media's overall average score was 3.65. The created interactive learning multimedia was therefore categorized as suitable. According to the students' review findings, most augmented reality novel games are excellent and appropriate.
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开发增强现实小说游戏作为阅读叙事文本的英语学习媒介
将增强现实(AR)纳入教育对于促进参与和互动性越来越重要,特别是在语言学习中,叙事文本起着核心作用。本研究的目的是:(1)确定参与者的目标需求,(2)分析他们的英语学习需求,(3)创建一个增强现实小说游戏作为叙事文本的教学工具。本研究及发展计划(RD)已进行。研究对象为初中生;他们是15名男性和17名女性。这项研究是用一个四维模型完成的。参与者被要求完成问卷调查,并采访了一位英语老师作为需求分析的一部分。收集数据的工具是需求分析问卷、访谈指南、专家判断评定量表和学生评论问卷。本研究结合需求分析、专业意见和学生评价的研究结果,制作了一款增强现实小说游戏作为英语学习媒介。它包括一般的叙事文本和作为叙事文本实例的增强现实书籍。发达媒体的总体平均得分为3.65分。因此,所创建的交互式学习多媒体被归类为合适的。根据学生的评论发现,大多数增强现实小说游戏都是优秀和合适的。
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