Main Article Content

Nabila Putri Rahmadani Tiyas Saputri Edi Pujo Basuki Djuwari Djuwari

Abstract

This research was conducted to examine the effectiveness of using Augmented Reality to improve young learners’ English vocabulary mastery and to find out the students’ perceptions after using Augmented Reality as a learning medium at one of elementary schools in Surabaya. This quantitative research used experimental design involving experimental and control groups. The data collected using pre-test, post-test and questionnaire. The results of the students' pre-test and post-test were analyzed using the independent sample t-test, and the results of the questionnaire data were collected from the students by questionnaire sheet. The result indicated that Augmented Reality effectively improved young learners' English vocabulary mastery with the mean scores in the experimental group increased notably from 37,6133 in the pre-test to 75,4000 in the post-test. According to the data of questionnaire, the students mostly agreed that their scores were improved because Augmented Reality offered interesting and enjoyable learning experience. This was an indication that using Augmented Reality not only significantly boosts vocabulary scores but also positively impacts students' perceptions of the learning process.

Downloads

Download data is not yet available.

Article Details

How to Cite
Rahmadani, N. P. ., Saputri, T., Basuki, E. P., & Djuwari, D. (2024). The Effectiveness of Using Augmented Reality to Improve Young Learners’ English Vocabulary Mastery. Child Education Journal, 6(2), 51–62. https://doi.org/10.33086/cej.v6i2.6105
Section
Articles
Effectiveness, Perception, Augmented Reality, English vocabulary mastery, Young Learners

References

Cahyadi, P., Wardhana, D. I. A., Ansori, W. I., & Farah, R. R. (2022). Enhancing Students’ English Speaking Ability Through Vrchat Game As Learning Media. Journal of Research on Language Education (JoRLE), 3(2), 54–61. https://ejurnal.teknokrat.ac.id/index.php/JoRLE/index DOI: https://doi.org/10.33365/jorle.v3i2.2135

Chen, R. W., & Chan, K. K. (2019). Using Augmented Reality Flashcards to Learn Vocabulary in Early Childhood Education. Journal of Educational Computing Research, 57(7), 1812–1831. https://doi.org/10.1177/0735633119854028 DOI: https://doi.org/10.1177/0735633119854028

Hafidah, R., Yusuf, M., & Subagya, S. (2022). Using Augmented Reality Flashcards to Improve English Vocabulary Mastery for Children Aged 4-5 Years. ThufuLA: Jurnal Inovasi Pendidikan Guru Raudhatul Athfal, 10(2), 271–288. https://doi.org/10.21043/thufula.v10i2 DOI: https://doi.org/10.21043/thufula.v10i2.17159

Hinton, P. R. (2014). Statistics explained. Routledge. DOI: https://doi.org/10.4324/9781315797564

Jamrus, M. H. M., & Razali, A. B. (2019). Augmented Reality in Teaching and Learning English Reading: Realities, Possibilities, and Limitations. International Journal of Academic Research in Progressive Education and Development, 8(4). https://doi.org/10.6007/ijarped/v8-i4/6696 DOI: https://doi.org/10.6007/IJARPED/v8-i4/6696

Khan, R. M. I., Ali, A., Kumar, T., & Venugopal, A. (2023). Assessing The Efficacy of Augmented Reality in Enhancing EFL Vocabulary. Cogent Arts and Humanities, 10(1), 1–14. https://doi.org/10.1080/23311983.2023.2223010 DOI: https://doi.org/10.1080/23311983.2023.2223010

Kim, H. J., & Kim, B. H. (2017). Implementation of Young Children English Education System by AR Type based on P2P Network Service Model. Peer-to-Peer Networking and Applications, 11(6), 1252–1264. https://doi.org/10.1007/s12083-017-0612-2 DOI: https://doi.org/10.1007/s12083-017-0612-2

Kwak, S. G., & Park, S. H. (2019). Normality Test in Clinical Research. In Journal of Rheumatic Diseases (Vol. 26, Issue 1, pp. 5–11). Korean College of Rheumatology. https://doi.org/10.4078/jrd.2019.26.1.5 DOI: https://doi.org/10.4078/jrd.2019.26.1.5

Nugraha, I., Suminar, A. R., Octaviana, D. W., Hidayat, M. T., & Ismail, A. (2019). The application of augmented reality in learning English phonetics. Journal of Physics: Conference Series, 1402(7). https://doi.org/10.1088/1742-6596/1402/7/077024 DOI: https://doi.org/10.1088/1742-6596/1402/7/077024

Puspitaloka, V. A., Putro, K. Z., Rukmana, T., & Elvia, F. (2022). The Use of Visual Learning Media in The Development Optimization of Children with Mild Mental Retardation. JOYCED: Journal of Early Childhood Education, 2(2), 147–155. https://doi.org/10.14421/joyced.2022.22-05 DOI: https://doi.org/10.14421/joyced.2022.22-05

Safar, A. H., Al-Jafar, A. A., & Al-Yousefi, Z. H. (2017). The Effectiveness of Using Augmented Reality Apps in Teaching The English Alphabet to Kindergarten Children: A Case Study in The State of Kuwait. Eurasia Journal of Mathematics, Science and Technology Education, 13(2), 417–440. https://doi.org/10.12973/eurasia.2017.00624a DOI: https://doi.org/10.12973/eurasia.2017.00624a

Saputri, T., Djuwari, D., Authar, N., Ghufron, S., Asfar, S., & Ayubi, M. S. Al. (2022). The Use of Flipbook to Improve The Early Childhood Students’ English Vocabulary Mastery. In SPECIALUSIS UGDYMAS / SPECIAL EDUCATION (Vol. 2022, Issue 43).

Sugiyono. (2019). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta

Takkaç Tulgar, A., Yilmaz, R. M., & Topu, F. B. (2022). Research Trends on the Use of Augmented Reality Technology in Teaching English as a Foreign Language. Participatory Educational Research, 9(5), 76–104. https://doi.org/10.17275/per.22.105.9.5 DOI: https://doi.org/10.17275/per.22.105.9.5

Nabila Putri Rahmadani, Universitas Nahdlatul Ulama Surabaya

Tiyas Saputri, Universitas Nahdlatul Ulama Surabaya

Edi Pujo Basuki, Universitas Nahdlatul Ulama Surabaya

Djuwari Djuwari, Universitas Nahdlatul Ulama Surabaya