Development of Augmented Reality-Based Game-Based Learning Integrated with Character Values to Improve Literacy and Problem-Solving Skills of Elementary School Students
DOI:
https://doi.org/10.14421/al-bidayah.v17i1.10299Keywords:
game based learning, augmented reality , literacy, problem solvingAbstract
Conventional learning practices are often ineffective in building values such as responsibility, honesty, cooperation, and discipline. Meanwhile, normative verbal moral approaches are also unable to touch on students' real experiences. Therefore, alternative learning media are needed that can integrate cognitive and affective learning simultaneously through a contextual and enjoyable approach. This research aims to develop game-based learning based on augmented reality integrated with character values as an alternative learning method that is more interactive, interesting, and easily accessible by teachers and students. The method used in this research is the ADDIE development method (analysis, design, development, implementation, and evaluation). Integrated with NIS, this research was conducted in elementary schools in the Cirebon district. The instruments include validation sheets, observations, literacy and problem-solving tests, and character value measurement questionnaires. The results showed that the augmented reality-based educational game developed met the eligibility criteria in terms of learning content, visual appearance, and integrity of character values. This can be seen from the results of literacy skills obtained, showing that the student's pretest score was 60, which increased to 85 in the posttest, an increase of 41.7%. And problem-solving skills were obtained by students' pretest score of 55, which increased to 80 in the posttest, with a rise of 45.5%. This study presents a novel integration of augmented reality with game-based learning and character Education at the elementary level, which has rarely been explored in previous research. Theoretically, it contributes to the intersection of digital pedagogy and frameworks for character development. Practically, it offers an innovative and empirically tested learning medium that supports literacy and problem-solving enhancement while fostering values such as responsibility, cooperation, and discipline. Thus, the results of game-based learning based on augmented reality prove that this medium is efficacious in improving students' literacy and problem-solving skills while strengthening the character of discipline, responsibility, and cooperation.
Downloads
References
Abdillah Dalimunthe, R. A. (2016). Strategi dan Implementasi Pelaksanaan Pendidikan Karakter Di Smp N 9 Yogyakarta. Jurnal Pendidikan Karakter, 1. Https://Doi.Org/10.21831/Jpk.V0i1.8616
Amalia, F., & Najicha, F. U. (2023). Penerapan Nilai-Nilai Pancasila dalam Membangun Karakter Bangsa. Jurnal Global Citizen, 12(1), 1–6. Http://Ejurnal.Unisri.Ac.Id/Index.Php/
Asriadi, R. S. A. R. (2021). Analisis Kompetensi Literasi Digital Guru Dalam Pelaksanaan Pembelajaran Daring di Masa Pandemic Covid-19. Seminar Nasional Hasil Penelitian 2021, 16–23.
Astuti, Y. P., Subhiyakto, E. R., Umaroh, L., Sutojo, T., & Supriyanto, C. (2024). Pendampingan Penggunaan Media Pembelajaran Game Edukasi “Code.Org” Bagi Siswa Smp Ibu Kartini Semarang. Abdimasku : Jurnal Pengabdian Masyarakat, 7(1), 9. Https://Doi.Org/10.62411/Ja.V7i1.1799
Ayun, Q. (2021). Analisis Tingkat Literasi Digital dan Keterampilan Kolaborasi Siswa dalam Pembelajaran IPA Kelas VII Secara Daring. Jurnal Didaktika Pendidikan Dasar, 5(1), 271–290. Https://Doi.Org/10.26811/Didaktika.V5i1.286
Azmi, M. (2016). Pengembangan Mobile Learning Sebagai Alternatif Media Pembelajaran di Masa Depan. Prosiding Seminar Nasional Teknologi Pendidikan, November, 175–187.
Bakri, N. F., Simaremare, E. S., Lingga, I. S., Susilowaty, R. A., Farmasi, J., Matematika, F., Alam, P., & Cenderawasih, U. (2021). Pelatihan Pembuatan Materi Presentasi dan Video Pembelajaran Menggunakan Aplikasi Canva Kepada Guru di Kota Medan dan Jayapura Secara Online. Ilmiah Pro Guru, 7(1), 1–10. Http://Journal2.Um.Ac.Id/Index.Php/Jipg/Article/Download/18777/7086
Bursali, H., & Yilmaz, R. M. (2019). Effect Of Augmented Reality Applications on Secondary School Students’ Reading Comprehension And Learning Permanency. Computers in Human Behaviour, 95, 126–135. Https://Doi.Org/10.1016/J.Chb.2019.01.035
Cahyaningrum, Y., Cuhanazriansyah, M. R., Hendrawan, A., & Nafi’ah, N. (2023). Implementasi Game Based Learning (Gbl) Monopoli Digital (Mondig) dalam Pembelajaran Mahasiswa IKIP PGRI Bojonegoro. Jrti (Jurnal Riset Tindakan Indonesia), 8(1), 70. Https://Doi.Org/10.29210/30032935000
Czok, V., Krug, M., Müller, S., Huwer, J., Kruse, S., Müller, W., & Weitzel, H. (2023). A Framework For Analysis and Development of Augmented Reality Applications in Science and Engineering Teaching. Education Sciences, 13(9). Https://Doi.Org/10.3390/Educsci13090926
Czok, V., Krug, M., Müller, S., Huwer, J., & Weitzel, H. (2023). Learning Effects of Augmented Reality and Game-Based Learning For Science Teaching in Higher Education in The Context of Education For Sustainable Development. Sustainability (Switzerland), 15(21). Https://Doi.Org/10.3390/Su152115313
El Iq Bali, M. M. (2019). Implementasi Media Pembelajaran Berbasis Teknologi Informasi dan Komunikasi dalam Distance Learning. Tarbiyatuna : Kajian Pendidikan Islam, 3(1), 29. Https://Doi.Org/10.29062/Tarbiyatuna.V3i1.198
Fahyuni, E. F., & Istikomah. (2016). Psikologi Belajar & Mengajar. Nizamia Learning Centre.
Fajri, F., Mardianto, & Nasution, M. I. P. (2023). Digital Literacy: Opportunities And Challenges in Building Student Character. Jurnal Pendidikan Islam, 11(1), 34–46.
Fatmawati, E. (2020). Kebebasan Informasi Kalangan Milenial Dalam Ber-Media Sosial. Jpua: Jurnal Perpustakaan Universitas Airlangga: Media Informasi Dan Komunikasi Kepustakawanan, 10(2), 94–103. Https://Doi.Org/10.20473/Jpua.V10i2.2020.94-103
Guntur, M., & Purnomo, Y. W. (2024a). A Meta-Analysis Of Self-Regulated Learning Interventions Studies on Learning Outcomes in Online and Blended Environments. Online Learning Journal, 28(3), 563–584. Https://Doi.Org/10.24059/Olj.V28i3.4025
Guntur, M., & Purnomo, Y. W. (2024b). Unravelling The Interplay of Self-Efficacy, Self-Regulation, Metacognition in Alleviating Math Anxiety Among Primary School Students: A Conditional Process Analysis. Education 3-13, 1–17. Https://Doi.Org/10.1080/03004279.2024.2396096
Guntur, M., Sahronih, S., Ningsih, N. I. S., & Windari, P. (2023). The Learning Trajectory Based on Stem of Elementary School Pupils’ in Solving Proportion Material: Didactical Design-Research. Participatory Educational Research, 10(6), 84–103. Https://Doi.Org/10.17275/Per.23.90.10.6
Helaluddin, & Syawal, S. (2018). Psikoanalisis Sigmund Freud dan Implikasinya dalam Pendidikan. Academia.Edu, March, 1–16. Http://Www.Academia.Edu/Download/60642918/Psikoanalisissigmudfreud20190919-88681-Dfxtxf.Pdf
Hidayat, R., Qi, T. Y., Ariffin, P. N. B. T., Hadzri, M. H. B. M., Chin, L. M., Ning, J. L. X., & Nasir, N. (2024). Online Game-Based Learning in Mathematics Education Among Generation Z: A Systematic Review. International Electronic Journal Of Mathematics Education, 19(1), 1–8. Https://Doi.Org/10.29333/Iejme/14024
Hung, C.-M., Huang, I., & Hwang, G.-J. (2014). Effects of Digital Game-Based Learning on Students’ Self-Efficacy, Motivation, Anxiety, And Achievements In Learning Mathematics. Journal Of Computers In Education, 1(2–3), 151–166. Https://Doi.Org/10.1007/S40692-014-0008-8
Iswati, L. (2019). Developing Addie Model-Based Esp Coursebook. Indonesian Efl Journal, 5(2), 103. Https://Doi.Org/10.25134/Ieflj.V5i2.1804
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented Reality and Gamification in Education: A Systematic Literature Review Of Research, Applications, And Empirical Studies. Applied Sciences (Switzerland), 12(13). Https://Doi.Org/10.3390/App12136809
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023). Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education. Education Sciences, 13(6). Https://Doi.Org/10.3390/Educsci13060618
Lampropoulos, G., & Kinshuk. (2024). Virtual Reality And Gamification In Education: A Systematic Review. In Educational Technology Research And Development (Vol. 72, Issue 3). Springer Us. Https://Doi.Org/10.1007/S11423-024-10351-3
Lasmawan, I. W., & Budiarta, I. W. (2020). Vygotsky’s Zone of Proximal Development and The Students’ Progress In Learning (A Heutagogcal Bibliographical Review). Jpi (Jurnal Pendidikan Indonesia), 9(4), 545. Https://Doi.Org/10.23887/Jpi-Undiksha.V9i4.29915
Lee, L. K., Wei, X., Chui, K. T., Cheung, S. K. S., Wang, F. L., Fung, Y. C., Lu, A., Hui, Y. K., Hao, T., U, L. H., & Wu, N. I. (2024). A Systematic Review of The Design of Serious Games For Innovative Learning: Augmented Reality, Virtual Reality, Or Mixed Reality? Electronics (Switzerland), 13(5). Https://Doi.Org/10.3390/Electronics13050890
Maulana, I. (2025). Tasmanian: Virtual Lab Software Platform For Teaching Functional Programming. In Proceedings Of The International Conference On Virtual Learning - Virtual Learning - Virtual Reality (18th Edition) (Pp. 68–77). The National Institute For Research & Development In Informatics - Ici Bucharest (Ici Publishing House). Https://Doi.Org/10.58503/Icvl-V18y202305
Mimin Ninawati, Burhendi, F. C. A., & Wulandari, W. (2021). Pengembangan E-Modul Berbasis Software Ispring Suite 9. Jurnal Educatio Fkip Unma, 7(1), 47–54. Https://Doi.Org/10.31949/Educatio.V7i1.830
Nasaruddin, N. (2018). Karakterisik dan Ruang Lingkup Pembelajaran Matematika di Sekolah. Al-Khwarizmi: Jurnal Pendidikan Matematika Dan Ilmu Pengetahuan Alam, 1(2), 63–76. Https://Doi.Org/10.24256/Jpmipa.V1i2.93
Ngafifi, M. (2014). Kemajuan Teknologi dan Pola Hidup Manusia Dalam Perspektif Sosial Budaya. Jurnal Pembangunan Pendidikan: Fondasi Dan Aplikasi, 2(1), 33–47. Https://Doi.Org/10.21831/Jppfa.V2i1.2616
Nisa, H., Disman, D., & Dahlan, D. (2018). Pengaruh Penerapan Model Pembelajaran Kolaboratif Teknik Group Investigation Terhadap Kemampuan Berpikir Analisis Peserta Didik. Jurnal Manajerial, 3(5), 157–166. Https://Doi.Org/10.17509/Manajerial.V17i2.10277
Nistrina, K. (2021). Penerapan Augmented Reality dalam Media Pembelajaran. Jurnal Sistem Informasi, J-Sika, 03(01), 1–6. Https://Ejournal.Unibba.Ac.Id/Index.Php/J-Sika/Article/View/527
Pangondian, R. Dkk. (2019). Faktor - Faktor Yang Mempengaruhi Kesuksesan Pembelajaran Daring. Jurenal Nasional Teknologi Komputer Dan Sains (Sainteks), 56–60.
Putra, B. I., Arnawa, Im., Musdi, E., & Jamaan, E. (2022). Development of Learning Paths on Opportunities Based On Realistic Mathematical Education In Class Viii Smp. Al-Ishlah: Jurnal Pendidikan, 14(3), 3963–3972. Https://Doi.Org/10.35445/Alishlah.V14i3.1567
Qodr, T. S. (2020). Media Pembelajaran Game Geograpiea ntuk Anak Sekolah Dasar Di Era Digital. Journal Of Curriculum Indonesia, 3(2), 45. Https://Doi.Org/10.46680/Jci.V3i2.29
Rahmad Wahyugi1?, F. (2021). Pengembangan Multimedia Interaktif Menggunakan Software Macromedia Flash 8 Sebagai Upaya Meningkatkan Motivasi Belajar Siswa Sekolah Dasar Rahmad Wahyugi 1 , Fatmariza 2. Edukatif : Jurnal Ilmu Pendidikan, 3(3), 785–793. Https://Doi.Org/10.31004/Edukatif.V3i3.439
Rotelli, D., & Monreale, A. (2023). Processing And Understanding Moodle Log Data and Their Temporal Dimension. Journal Of Learning Analytics, 10(2), 126–141. Https://Doi.Org/10.18608/Jla.2023.7867
Sahronih, S., Purwanto, A., & Sumantri, M. S. (2019). The Effect of Interactive Learning Media on Students’ Science Learning Outcomes. Acm International Conference Proceeding Series, Part F1483(July 2020), 20–24. Https://Doi.Org/10.1145/3323771.3323797
Sapta, A., & Nisa, U. K. (2024). The Use of Formative Evaluation in The Development Of Spatial Buildings For Elementary School Students Based On Augmented Reality. Al-Bidayah : Jurnal Pendidikan Dasar Islam, 16(1), 151–172. Https://Doi.Org/10.14421/Al-Bidayah.V16i1.9583
Setiyaningsih, S., & Subrata, H. (2023). Penerapan Problem Based Learning Terpadu Paradigma Konstruktivisme Vygotsky Pada Kurikulum Merdeka Belajar. Jurnal Ilmiah Mandala Education, 9(2), 1322–1332. Https://Doi.Org/10.58258/Jime.V9i2.5051
Sholeha, H. H., Maulana, M., & Isrokatun, I. (2020). Analisis Kelayakan Media Wayang Statistik Menggunakan Pendekatan Rme Menurut Guru Sekolah Dasar. Jurnal Pena Ilmiah, Vol 3, No(Vol 3, No 2 (2020)). Https://Doi.Org/Https://Doi.Org/10.17509/Jpi.V3i2.27764
Sholeha, H. H., Pujiastuti, P., & Mardati, A. (2022). Analysis of Mathematical Connection Ability To Students ’ Learning Motivation In Advanced Mathematics Courses. 14, 2065–2074. Https://Doi.Org/10.35445/Alishlah.V14i1.795
Simaremare, A., Promono, N. A., Putri, D. S., Mallisa, F. P. P., Nabila, S., & Zahra, F. (2022). Pengembangan Game Edukasi Fisika Berbasis Augmented Reality Pada Materi Kinematika Untuk Siswa SMA. Jurnal Ilmiah Pendidikan Fisika, 6(1), 203. Https://Doi.Org/10.20527/Jipf.V6i1.4893
Surya, Y. F., Zulfah, Astuti, Marta, R., & Wijaya, T. T. (2020). The Development of Open-Ended Math Questions on Grade V Students Of Elementary School. Journal Of Physics: Conference Series, 1613(1). Https://Doi.Org/10.1088/1742-6596/1613/1/012081
Suryandari, K. (2023). Pembelajaran Tematik di Sekolah Dasar Dalam Pandangan Teori Perenialisme Plato. Jurnal Papeda: Jurnal Publikasi Pendidikan Dasar, 5(1), 67–80. Https://Doi.Org/10.36232/Jurnalpendidikandasar.V5i1.3104
Syachtiyani, W. R., & Trisnawati, N. (2021). Analisis Motivasi Belajar dan Hasil Belajar Siswa di Masa Pandemi Covid-19. Prima Magistra: Jurnal Ilmiah Kependidikan, 2(1), 90–101. Https://Doi.Org/10.37478/Jpm.V2i1.878
Syamsijulianto, T., Hidayat, A., & Zainudin, M. (2021). Pengenalan Indahnya Keragaman Budaya Negeriku Melalui Media Pembelajaran Mobuya. Jurnal Pendidikan: Teori, Penelitian, Dan Pengembangan, 5(10), 1519. Https://Doi.Org/10.17977/Jptpp.V5i10.14148
Tanu Wijaya, T., Ying, Z., Chotimah, S., Bernard, M., Zulfah, & Astuti. (2020). Hawgent Dynamic Mathematic Software As Mathematics Learning Media For Teaching Quadratic Functions. Journal Of Physics: Conference Series, 1592(1). Https://Doi.Org/10.1088/1742-6596/1592/1/012079
Ullah, M., Amin, S. U., Munsif, M., Safaev, U., Khan, H., Khan, S., & Ullah, H. (2022). Serious Games in Science Education. A Systematic Literature Review. Virtual Reality And Intelligent Hardware, 4(3), 189–209. Https://Doi.Org/10.1016/J.Vrih.2022.02.001
Wati, I. F., Yuniawatika, Y. Y., & Murdiyah, S. (2020). Analisis Kebutuhan Terhadap Bahan Ajar Game Based Learning Terintegrasi Karakter Kreatif. Jurnal Pendidikan Karakter, 10(2). Https://Doi.Org/10.21831/Jpk.V10i2.31880
Widana, I. W. (2021). Realistic Mathematics Education (Rme) Untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis Siswa di Indonesia. Jurnal Elemen, 7(2), 450–462. Https://Doi.Org/10.29408/Jel.V7i2.3744
Yildirim, I., & Seckin-Kapucu, M. (2021). The Effect of Augmented Reality Applications in Science Education on Academic Achievement And Retention Of 6th Grade Students. Journal Of Education In Science, Environment And Health, 56–71. Https://Doi.Org/Https://Doi.Org/10.21891/Jeseh.744351
Yusri, A. Z. Dan D. (2020). Proceedings of The 12th International Conference On Computer Supported Education. Jurnal Ilmu Pendidikan, 7(2), 809–820.
Zafeiropoulou, M., Volioti, C., Keramopoulos, E., & Sapounidis, T. (2021). Game-Based Learning Approach : A Pilot Study In Primary. Computers, 10(126), 1–14. Https://Doi.Org/Https://Doi.Org/10.46328/Ijtes.176
Zedadra, O., Guerrieri, A., Jouandeau, N., Seridi, H., Fortino, G., Spezzano, G., Pradhan-Salike, I., Raj Pokharel, J., The Commissioner Of Law, Freni, G., La Loggia, G., Notaro, V., Mcguire, T. J., Sjoquist, D. L., Longley, P., Batty, M., Chin, N., Mcnulty, J., Tversk, K. A. A., … Thesis, A. (2019). Konsep Psikososial Menurut Teori Erik H.Erikson Terhadap Pendidikan Anak Usia Dini Dalam Tinjauan Pendidikan Islam Skripsi. Sustainability (Switzerland), 11(1), 1–14. Http://Scioteca.Caf.Com/Bitstream/Handle/123456789/1091/Red2017-Eng-8ene.Pdf?Sequence=12&Isallowed=Y%0ahttp://Dx.Doi.Org/10.1016/J.Regsciurbeco.2008.06.005%0ahttps://Www.Researchgate.Net/Publication/305320484_Sistem_Pembetungan_Terpusat_Strategi_Melestari
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Herisa Hardiyanti Sholeha, Zakiyah Ismuwardani, Mochamad Guntur, Anasya Putri Febigyo, Nonih Nur Syah Lukiyah

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors hold and retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
Al-Bidayah: jurnal pendidikan dasar Islam is openly accessible which means that all available content is freely accessible at no charge, either to the user or to his or her agency.
Users who are allowed to read, download, copy, distribute, print, search, or submit to the full text of the article should not seek permission from publishers or authors first with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.








