ARphabet: Pembelajaran Abjad Inovatif Berbasis Augmented Reality untuk Anak Usia Dini

Authors

  • RM Chairil Andri Politeknik Negeri Sriwijaya
  • Revie Juniarti Politeknik Negeri Sriwijaya
  • Risna Oktaviati Satu University

DOI:

https://doi.org/10.70340/jirsi.v4i2.194

Keywords:

augmented reality, early childhood, literacy, letter recognition, interactive learning media.

Abstract

Letter recognition is a fundamental aspect of early childhood literacy development. Unfortunately, conventional media such as printed books and flashcards often lack appeal due to their limited ability to deliver simultaneous visual and auditory stimuli. This study aims to develop and evaluate an interactive Augmented Reality (AR)-based learning application called ARphabet, designed to assist young children in recognizing letters through 3D visualizations, supporting objects, and pronunciation audio. The application was developed using the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. Evaluation was conducted through two approaches: expert validation using a questionnaire instrument with indicators including ease of use, effectiveness of content delivery, child appropriateness, and interactivity; and user testing using a quantitative approach through pre-tests and post-tests involving 21 kindergarten students. The expert validation results indicated a high feasibility score, with an average of 92.5%. Meanwhile, user testing showed that 90.5% of the children demonstrated improved letter recognition after using the application. These findings suggest that the use of AR technology can offer an innovative and effective solution to support early childhood literacy learning. The application also holds potential for further development, including syllable introduction, vocabulary building, or other age-appropriate educational content.

Downloads

Download data is not yet available.

References

BPS RI, “Angka Buta Aksara Penduduk 10 Tahun ke Atas Menurut Provinsi dan Jenis Kelamin (Persen), 2024,” https://www.bps.go.id/id/statistics-table/2/NTM5IzI=/angka-buta-aksara-penduduk-10-tahun-ke-atas-menurut-provinsi-dan-jenis-kelamin.html.

M. Kholil and N. Nisa, “PENGGUNAAN MEDIA PEMBELAJARAN POP UP BOOK UNTUK MENINGKATKAN PEMAHAMAN BELAJAR SISWA MI DALAM MENGELOMPOKKAN JENIS TUMBUHAN,” Pendas : Jurnal Ilmiah Pendidikan Dasar, vol. 10, no. 01, pp. 236–254, Mar. 2025, doi: 10.23969/jp.v10i01.22501.

N. Resti, R. Ridwan, R. T. Palupy, and R. Riandi, “Inovasi Media Pembelajaran Menggunakan AR (Augmented Reality) pada Materi Sistem Pencernaan,” BIODIK: Jurnal Ilmiah Pendidikan Biologi, vol. 10, no. 2, pp. 238–248, Jun. 2024, doi: 10.22437/biodik.v10i2.34022.

D. Rifky, C. Ramdani, and G. F. Fitriana, “Implementasi Augmented Reality Sebagai Media Pengenalan Huruf Alfabet Untuk Taman Kanak-Kanak,” JIP (Jurnal Informatika Polinema), vol. 10, no. 1, pp. 11–18, Dec. 2023, doi: 10.33795/jip.v10i1.1496.

D. S. Wulandari and B. Hendriana, “PENGEMBANGAN MEDIA PEMBELAJARAN UNTUK PENGENALAN HURUF PADA ANAK USIA DINI BERBASIS AUGMENTED REALITY,” VOX EDUKASI: Jurnal Ilmiah Ilmu Pendidikan, vol. 12, no. 2, pp. 157–168, Sep. 2021, doi: 10.31932/ve.v12i2.1292.

E. Korosidou, “The Effects of Augmented Reality on Very Young Learners’ Motivation and Learning of the Alphabet and Vocabulary,” Digital, vol. 4, no. 1, pp. 195–214, Mar. 2024, doi: 10.3390/digital4010010.

C. Andri, R. Oktaviati, and H. Wijaya, “Penerapan Jelajah Kampus Virtual dalam Meningkatkan Pengalaman Orientasi Mahasiswa Kelas Karyawan Jakarta Global University,” JTIM : Jurnal Teknologi Informasi dan Multimedia, vol. 6, no. 2, pp. 196–207, Aug. 2024, doi: 10.35746/jtim.v6i2.583.

N. Riswandari, N. Yuwita, and G. Setiadi, “Pengembangan E-Learning Menggunakan Adobe Animate Creative Cloud dengan Penerapan Metode Multimedia Development Life Cycle (MDLC),” Akademika: Jurnal Manajemen Pendidikan Islam, vol. 3, no. 1, pp. 76–92, Jun. 2021, doi: 10.51339/akademika.v3i1.310.

Moh. Dasuki, M. Rahman, and I. Saifudin, “Evaluasi Usability Media Pembelajaran Alfabet Berbasis Augmented Reality Menggunakan Metode Addie Dan Human-Centered Design,” JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika), vol. 9, no. 4, pp. 2303–2315, Nov. 2024, doi: 10.29100/jipi.v9i4.6664.

E. Mayasari, “MENINGKATKAN KETERAMPILAN BERBAHASA MENGGUNAKAN MEDIA PEMBELAJARAN BERBASIS APLIKASI CANVA RA AISYIYAH 2 KOTA SERANG,” Jurnal Anak Bangsa, vol. 3, no. 1, pp. 64–71, Feb. 2024, doi: 10.46306/jas.v3i1.

A. Rahmatika, A. A. Manurung, and F. Ramadhani, “Pengembangan Media Pembelajaran Berbasis Augmented Reality untuk Meningkatkan Empati Anak Usia Dini dengan Metode MDLC (Multimedia Development Life Cycle),” sudo: Jurnal Teknik Informatika, vol. 2, no. 3, pp. 122–130, Sep. 2023, doi: 10.56211/sudo.v2i3.330.

J. Kody, D. Jollyta, A. Hajjah, and T. Pratama, “Analisis Penerapan Augmented Reality Sebagai Strategi Pemasaran: Uji Black Box dan Korelasi,” Indonesian Journal of Computer Science, vol. 11, no. 1, pp. 153–163, Apr. 2022, doi: 10.33022/ijcs.v11i1.3037.

E. Hutabri, “Validitas Media Pembelajaran Multimedia pada Mata Pelajaran Simulasi dan Komunikasi Digital,” in SNISTEK: Seminar Nasional Ilmu Sosial & Teknologi, Jan. 2022, pp. 296–301.

R. Oktaviati and C. Andri, “Pengembangan Video Pembelajaran Anggota Tubuh dengan Animasi dan Lagu untuk Anak Usia Dini,” Jurnal Ilmu Komputer dan Sistem Informasi (JIRSI), vol. 4, no. 1, pp. 119–128, Jan. 2025, doi: 10.70340/jirsi.v4i1.180.

Downloads

Published

2025-05-31

Issue

Section

Articles