Proceedings of the Jepara International Conference on Education and Social Science 2024 (JIC 2024)

Promoting Sustainable Literacy through Technology: Enhancing English Learning in Indonesian Elementary Schools with Augmented Reality and Game-Based Learning

Authors
Aprilia Riyana Putri1, *, Nina Sofiana1, Muhammad Alie Muzakki1, Harminto Mulyo1, Naili Rofiqoh1
1Universitas Islam Nahdlatul Ulama, Jepara, Indonesia
*Corresponding author. Email: aprilia@unisnu.ac.id
Corresponding Author
Aprilia Riyana Putri
Available Online 17 November 2025.
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.

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Volume Title
Proceedings of the Jepara International Conference on Education and Social Science 2024 (JIC 2024)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
17 November 2025
ISBN
978-2-38476-483-9
ISSN
2352-5398
DOI
10.2991/978-2-38476-483-9_35How to use a DOI?
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  -