Promoting Sustainable Literacy through Technology: Enhancing English Learning in Indonesian Elementary Schools with Augmented Reality and Game-Based Learning
- DOI
- 10.2991/978-2-38476-483-9_35How to use a DOI?
- Keywords
- Augmented Reality; English Literacy; smart learning environments; Game-Based Learning; elementary education
- Abstract
English literacy in Indonesian elementary schools remains to be a significant challenge, as highlighted by international assessments that show low reading proficiency among students. This study aims to address these issues by integrating Augmented Reality (AR) and Game-Based Learning (GBL) into outdoor learning activities to enhance English literacy. Conducted across 90 schools in Central Java, including both urban and rural settings, this research employs a pretest-posttest design, teacher surveys, and semi-structured interviews to evaluate the effectiveness of the Outdoor Learning Activity Book (OLAB). Quantitative results demonstrate a 30% improvement in vocabulary retention among students who participated in AR-assisted activities compared to traditional methods. Qualitative findings reveal increased student engagement and motivation, particularly in rural areas with limited resources. The integration of AR and GBL creates an immersive and interactive learning environment that supports 21st-century educational goals. This study concludes that AR and GBL are effective tools for enhancing English literacy and recommends further exploration of these technologies across different subject areas and educational contexts.
- Copyright
- © 2025 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Aprilia Riyana Putri AU - Nina Sofiana AU - Muhammad Alie Muzakki AU - Harminto Mulyo AU - Naili Rofiqoh PY - 2025 DA - 2025/11/17 TI - Promoting Sustainable Literacy through Technology: Enhancing English Learning in Indonesian Elementary Schools with Augmented Reality and Game-Based Learning BT - Proceedings of the Jepara International Conference on Education and Social Science 2024 (JIC 2024) PB - Atlantis Press SP - 272 EP - 282 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-483-9_35 DO - 10.2991/978-2-38476-483-9_35 ID - Putri2025 ER -