ARUNG: A Cultural Heritage-Based Application for Android Augmented Reality in Learning Geometry
(1) Mathematics Education, Institut Agama Islam Negeri Palopo, Indonesia
(2) Mathematics Education, Universitas Cokroaminoto Palopo, Indonesia
(3) Mathematics Education, Institut Agama Islam Negeri Palopo, Indonesia
(4) Department of Science and Mathematics Education, Bindura University of Science Education, Zimbabwe
Abstract
Although Augmented Reality (AR) has been extensively discussed and reported in mathematics education, there is limited research on its integration with local culture. This study introduces ARUNG, an Android-based application that integrates cultural heritage into geometry education. The innovation focuses on three main aspects: the integration of local cultural heritage into ARUNG, the design of the ARUNG system for geometry learning, and the analysis of the effectiveness on geometry concept comprehension. A research and development (R&D) study was conducted, involving three stages: input, output, and feedback. ARUNG was applied to 25 junior high schools in the eighth grade. Data on the conceptual understanding test results were analyzed to test the research hypothesis using a paired t-test. Cultural heritage markers integrated into ARUNG included Walasuji (cube), the walls of the Jami Tua Mosque in Palopo (rectangular prism), the Soko Guru pole (twelve-sided prism), the royal tomb of Lokko’e (square prism), and the PNIEL church (octagonal pyramid). The findings revealed that students' average comprehension of geometry concepts improved after using ARUNG compared to before. This research contributes to the field by introducing an innovative AR learning medium that incorporates cultural heritage, thereby promoting cultural awareness.
Keywords
Full Text:
PDFReferences
Ara, J., Karim, F. B., Alsubaie, M. S. A., Bhuiyan, Y. A., Bhuiyan, M. I., Bhyan, S. B., & Bhuiyan, H. (2021). Comprehensive Analysis of Augmented Reality Technology in Modern Healthcare System. International Journal of Advanced Computer Science and Applications, 12(6), 845–854.
Asis, A., & Halip, M. F. (2020). Analisis Unsur Semiotika Penggunaan Bambu Pada Masyarakat Etnik Mandar. Pepatudzu: Media Pendidikan Dan Sosial Kemasyarakatan, 16(2), 142.
Bazzaza, M. W., Al Delail, B., Zemerly, M. J., & Ng, J. W. (2014, December). iARBook: An Immersive Augmented Reality System for Education. In 2014 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE) (pp. 495–498). IEEE.
Bonenberg, W. (2020). The Role of Cultural Heritage in Sustainable Development. Values and Valuation as Key Factors in Spatial Planning of Rural Areas. Advances in Intelligent Systems and Computing, 966.
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented Reality in Education - Cases, Places and Potentials. Educational Media International, 51(1), 1–15.
Buchori, A., Setyosari, P., Dasna, I. W., & Ulfa, S. (2017). Mobile Augmented Reality Media Design With Waterfall Model for Learning Geometry in College. International Journal of Applied Engineering Research, 12(13), 3773–3780.
Cahyono, B. (2018). Augmented Reality Applied to Geometry Education. In Proceedings - 2nd East Indonesia Conference on Computer and Information Technology: Internet of Things for Industry, EIConCIT 2018 (pp. 299–303).
Cruzado, J. P., Céspedes, T. L., Coria, G. P. B., & Salazar, J. L. H. (2020, October). Geobook: Mobile App With Augmented Reality for Learning Geometry. In 2020 IEEE Engineering International Research Conference (EIRCON) (pp. 1–4). IEEE.
Dagnino, F. M., Pozzi, F., Cozzani, G., & Bernava, L. (2017, February). Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey Into the Canto a Tenore Singing Style. In Special Session on Computer Vision, Imaging and Computer Graphics for Cultural Applications (Vol. 6, pp. 429–435). SCITEPRESS.
de Ravé, E. G., Jiménez-Hornero, F. J., Ariza-Villaverde, A. B., & Taguas-Ruiz, J. (2016). DiedricAR: A Mobile Augmented Reality System Designed for the Ubiquitous Descriptive Geometry Learning. Multimedia Tools and Applications, 75(16), 9641–9663.
Doulamis, N., Doulamis, A., Ioannidis, C., Klein, M., & Ioannides, M. (2017). Modelling of Static and Moving Objects: Digitizing Tangible and Intangible Cultural Heritage. In Mixed Reality and Gamification for Cultural Heritage (pp. 567–589). Springer International Publishing.
Duli, A., Rahman, A., Sulistyo, B., Muhaeminah, M., Raodah, R., Rosmawati, R., & Sumalyo, Y. (2013). Monumen Islam di Sulawesi Selatan. Direktorat Jenderal Kebudayaan.
Firmansyahputra, B., & Cherid, A. (2020). Aplikasi Multimedia Pengenalan Huruf Alfabet, Buah dan Hewan Menggunakan Teknologi Augmented Reality. Jurnal Telekomunikasi Dan Komputer, 9(3), 173.
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 23(4), 447–459.
Heesom, D., Boden, P., Hatfield, A., Rooble, S., Andrews, K., & Berwari, H. (2021). Developing a Collaborative HBIM to Integrate Tangible and Intangible Cultural Heritage. International Journal of Building Pathology and Adaptation, 39(1), 72–95.
Hou, H. T., & Keng, S. H. (2021). A Dual-Scaffolding Framework Integrating Peer-Scaffolding and Cognitive-Scaffolding for an Augmented Reality-Based Educational Board Game: An Analysis of Learners’ Collective Flow State and Collaborative Learning Behavioral Patterns. Journal of Educational Computing Research, 59(3), 547–573.
Huda, K., & Feriandi, Y. A. (2018). Pendidikan Konservasi Perspektif Warisan Budaya untuk Membangun History for Life. Aristo, 6(2), 329–343.
Husniah, L., Nugraha, Y. B. S., Kholimi, A. S., Yuhana, U. L., Yuniarno, E. M., & Purnomo, M. H. (2020, November). Gemar: Geometry Augmented Reality Application for Elementary School Students. In 2020 IEEE Graphics and Multimedia (GAME) (pp. 25–30). IEEE.
?bili, E., Çat, M., Resnyansky, D., ?ahin, S., & Billinghurst, M. (2020). An Assessment of Geometry Teaching Supported With Augmented Reality Teaching Materials to Enhance Students’ 3D Geometry Thinking Skills. International Journal of Mathematical Education in Science and Technology, 51(2), 224–246.
Idris, M. Z., Mustaffa, N. B., & Yusoff, S. O. S. (2016). Preservation of Intangible Cultural Heritage Using Advance Digital Technology: Issues and Challenges. Harmonia: Journal of Arts Research and Education, 16(1), 1–13.
Jankovi?, R. (2019). Machine Learning Models for Cultural Heritage Image Classification: Comparison Based on Attribute Selection. Information, 11(1), 1–13.
Kerr, J. (2020). Augmented Reality in Design Education: Landscape Architecture Studies as AR Experience. International Journal of Art and Design Education, 39(1), 6–21.
Lacey, G., Gozdzielewska, L., McAloney-Kocaman, K., Ruttle, J., Cronin, S., & Price, L. (2022). Psychomotor Learning Theory Informing the Design and Evaluation of an Interactive Augmented Reality Hand Hygiene Training App for Healthcare Workers. Education and Information Technologies, 27(3), 3813–3832.
Liang, L. J., & Elliot, S. (2021). A Systematic Review of Augmented Reality Tourism Research. Tourism and Hospitality Research, 21(1), 15–30.
López-Belmonte, J., Moreno-Guerrero, A. J., López-Núñez, J. A., & Hinojo-Lucena, F. J. (2023). Augmented Reality in Education. A Scientific Mapping in Web of Science. Interactive Learning Environments, 31(4).
Mansyur, S., & Hasrianti, H. (2019). Perkembangan Arsitektur Masa Kolonial di Kota Palopo (1908-1940). Jurnal Tumotowa, 2(2), 92–105.
Moreno-Guerrero, A. J. (2020). Augmented Reality as a Resource for Improving Learning in the Physical Education Classroom. International Journal of Environmental Research and Public Health, 17(10).
Munir, N. P., Anas, A., Sunarti, S., Mursalin, N. R., & Natsir, I. (2021). Development of Mathematics Student Worksheets Through the Approach Model Eliciting Activities (MEAs) on the Triangle Material. Journal of Physics: Conference Series, 1940(1), 012097.
Mutmainna, M., Ridha, M. R., & Najamuddin, N. (2018). Masjid Agung Luwu: Pusat Sejarah dan Pengembangan Islam di Palopo. Jurnal Pattingalloang, 5(2), 76–81.
Nurhijrah, N., & Fisu, A. A. (2019). Place Memory Masyarakat Pada Bangunan Cagar Budaya di Kota Palopo. Review of Urbanism and Architectural Studies, 17(2), 63–70.
Nurmawati, & Suparman. (2017). Development of E-Book With Augmented Reality on Analytical Geometry Course. Man in India, 97(24), 359–368.
OECD. (2023). PISA 2022 Results. In Factsheets (Vol. I).
Pritami, F. A., & Muhimmah, I. (2018, February). Digital Game Based Learning Using Augmented Reality for Mathematics Learning. In Proceedings of the 2018 7th International Conference on Software and Computer Applications (pp. 254–258).
Quintero, J., Baldiris, S., Rubira, R., Cerón, J., & Velez, G. (2019). Augmented Reality in Educational Inclusion. A Systematic Review on the Last Decade. Frontiers in Psychology, 10(8), 1–14.
Rauschnabel, P. A., Babin, B. J., tom Dieck, M. C., Krey, N., & Jung, T. (2022). What is augmented reality marketing? Its definition, complexity, and future. In Journal of Business Research (Vol. 142, pp. 1140–1150).
Rezaee, S., Sadeghi-Niaraki, A., Shakeri, M., & Choi, S. M. (2021). Personalized Augmented Reality Based Tourism System: Big Data and User Demographic Contexts. Applied Sciences, 11(13).
Richardo, R., Abdullah, A. A., Rochmadi, T., Wijaya, A., & Nurkhamid. (2023, January). Ethnomatematics Learning Media Based on Augmented Reality for Learning Geometry: A Needs Analysis. In AIP Conference Proceedings (Vol. 2540, No. 1, p. 070018). AIP Publishing LLC.
Samuelsson, R. (2022, June). Cultural Heritage Through Educational Robots: Using a Ukrainian Folk Tale With a Programmable Robot in Early Childhood Education. In International Conference on Human-Computer Interaction (pp. 336–343). Springer Nature Switzerland.
Sayed, N. E., Zayed, H. H., & Sharawy, M. I. (2011). ARSC: Augmented Reality Student Card an Augmented Reality Solution for the Education Field. Computers & Education, 56(4), 1045–1061.
Siola, A. (2018). Pengaruh Ketebalan Dinding Terhadap Time Lag Masjid Jami’ Kota Palopo. LOSARI: Jurnal Arsitektur Kota dan Pemukiman, 19–26.
Sukirman, S., & Kabilan, M. K. (2023). Indonesian Researchers’ Scholarly Publishing: An Activity Theory Perspective. Higher Education Research & Development, 42(8), 2030–2047.
Sung, E. C. (2021). The Effects of Augmented Reality Mobile App Advertising: Viral Marketing Via Shared Social Experience. Journal of Business Research, 122, 75–87.
Tresnawati, D., & Albani, I. M. (2021). Pengenalan Komponen Komputer Menggunakan Teknologi Augmented Reality. Jurnal Algoritma, 17(2), 457–552.
Tzima, S. (2019). Augmented Reality Applications in Education: Teachers Point of View. Education Sciences, 9(2).
Vilkina, M. V., & Klimovets, O. V. (2020). Augmented Reality as Marketing Strategy in the Global Competition. In Lecture Notes in Networks and Systems (Vol. 91, pp. 54–60).
Wei, W. (2019). Research Progress on Virtual Reality (VR) and Augmented Reality (AR) in Tourism and Hospitality: A Critical Review of Publications From 2000 to 2018. Journal of Hospitality and Tourism Technology, 10(4), 539–570.
Widada, W., Herawaty, D., Nugroho, K. U. Z., & Anggoro, A. F. D. (2021). Augmented Reality Assisted by GeoGebra 3-D for Geometry Learning. Journal of Physics: Conference Series, 1731(1), 012034.
Wirza, R., Nazir, S., Khan, H. U., García-Magariño, I., & Amin, R. (2020). Augmented Reality Interface for Complex Anatomy Learning in the Central Nervous System: A Systematic Review. Journal of Healthcare Engineering, 2020(1), 1–15.
Yuhana, U. L., Hariadi, R. R., Mukramin, M., Fabroyir, H., & Arifiani, S. (2020). AUGGO: Augmented Reality and Marker-Based Application for Learning Geometry in Elementary Schools. 2020 International Conference on Computer Engineering, Network, and Intelligent Multimedia (CENIM), 116–120.
Refbacks
- There are currently no refbacks.
View My Stats