Augmented Reality Dance Teaching Module as a Strategy to Enhance Elementary School Students' Learning Interest
(1) Postgraduate Arts Education, Universitas Pendidikan Indonesia, Indonesia
(2) Dance Education, Faculty of Art and Design, Universitas Pendidikan Indonesia, Indonesia
(3) Postgraduate Arts Education, Universitas Pendidikan Indonesia, Indonesia
(4) Dance Education, Faculty of Art and Design, Universitas Pendidikan Indonesia, Indonesia
(5) Faculty of Theater, Film, and Animation, Universiti Teknologi Mara (UiTM), Malaysia
(6) Dance Education, Faculty of Art and Design, Universitas Pendidikan Indonesia, Indonesia
Abstract
The development of Augmented Reality technology offers new opportunities in education by providing visual, interactive, and exploratory learning experiences, particularly in dance learning that requires strong visual comprehension. This study aims to develop, implement, and evaluate the effectiveness of an AR-based dance-teaching module to increase elementary students’ interest in learning. Grounded in a pragmatic paradigm, the research employed a mixed-methods approach using the Design and Development method. Participants included AR experts, dance teachers, and 20 fifth-grade students from Cendekia Leadership School Bandung. Data were collected through interviews, observations, expert validation, tests, and questionnaires, while learning interest was analyzed using the SAFARI indicators: pleasure, interest, attention, and active involvement. Statistical analysis included normality testing, paired-samples t-tests, and N-Gain calculations. Results showed the module was rated “Very Feasible” by experts with a mean score of 90.97%. Field testing indicated significant improvement in student scores from a pre-test mean of 60.15 to a post-test mean of 80.45, with a significant difference (p < 0.001) and a high N-Gain of 0.81. Questionnaire findings revealed students’ learning interest reached a Very High level (92.19%). Therefore, the AR-based module effectively enhances learning interest through interactive, visually engaging dance instruction for elementary learners.
Keywords
Full Text:
PDFReferences
Akçay?r, M., & Akçay?r, G. (2016). SC. Educational Research Review.
Akçay?r, M., & Akçay?r, G. (2017). Advantages and Challenges Associated With Augmented Reality for Education: A Systematic Review of the Literature. Educational Research Review, 20, 1–11.
Andriani, A., Ayu Saputri, D., Hopipah, R., & Puspa Dewi, T. (2024). Pentingnya Media Pembelajaran untuk Meningkatkan Minat Belajar Siswa SDN 63/X Nibung Putih. Journal on Teacher Education, 5(3), 215–222.
Arikunto, S. (2013). Prosedur Penelitian: Suatu Pendekatan Praktik. Rineka Cipta.
Avila-Garzon, C., Bacca-Acosta, J., & Duarte, J. (2021). Augmented Reality in Education: An Overview of Twenty-Five Years of Research. Contemporary Educational Technology.
Azuma, R. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6(4).
Badaruddin, S., & Firdaus, I. (2025). Model Inquiry Based Learning dalam Pembelajaran Tari untuk Meningkatkan Hasil Belajar Siswa. Gesture: Jurnal Seni Tari, 14(1), 107–123.
Badaruddin, S., Masunah, J., & Milyartini, R. (2023). Two Cases of Dance Composition Learning Using Technology in Dance Education Study Program in Indonesia. Atlantis Press SARL.
Badaruddin, S., Masunah, J., Nugraheni, T., Prawira, N. G., Fairul, M., & Mohd, A. (2025). Android-Based Cikeruhan Dance Multimedia to Improve Students' Self-Directed Learning. 6(4), 819–836.
Berg, T. (2015). The Pedagogy of the Observed: How Does Surveillance Technology Influence Dance Studio Education? Research in Dance Education, 16(3), 230–244.
Billinghurst, M., Clark, A., & Lee, G. (n.d.). A Survey of Augmented Reality.
Brown, A., Childs, M., & Youdale, J. (2024). Theatre in the Round: A Study of the Effectiveness of 360-Degree Video and VR to Address Critical Questions in the Teaching and Learning of Drama. International Journal of Performance Arts and Digital Media, 20(3), 507–526.
Caudell, P., & Mizell, D. W. (1992). Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes.
Chambers-Coe, J. (2023). Exploring Rudolf Laban’s Flow Effort: New Parameters of Touch. Theatre, Dance and Performance Training, 14(2), 158–176.
Creswell, J. W., & Plano, V. L. C. (2018). Designing and Conducting Mixed Methods Research (3rd ed.). Sage Publications.
Delgado, J. M. D. (2020). A Research Agenda for Augmented and Virtual Reality in Architecture, Engineering and Construction. Advanced Engineering Informatics, 45, 101122.
Devi, M. Y., Ridha, M., Fannisa, H., & Dani, D. M. (2025). The Influence of Digital Learning Media and Achievement Motivation on Students’ Basic Literacy Skills. Journal of Educational Dynamics, 9–17.
Dewi, P. T. (2023). Motivasi Belajar Peserta Didik Pasca Pandemi Covid-19. Indonesian Journal of Sociology, Education, and Development, 5(1), 12–24.
Eccles, J., Wigfield, A., Harold, R. D., & Blumenfeld, P. (1993). Age and Gender Differences in Children’s Self- and Task Perceptions During Elementary School. Child Development, 64(3), 830–847.
Erwis, F., Jixiong, C., & Rahayu, N. (2024). Use of Augmented Reality (AR) in Mobile Learning for Natural Science Lessons.
Firdaus, I., Badaruddin, S., Fairul, M., & Mohd Azreen. (2025). The Use of Audio Visual-Media in Teaching Dance to Enhance Student Engagement in Secondary School. JDDES: Journal of Dance and Dance Education Studies, 5(2), 86–97.
Frasnyaigu, R., Mulyahati, B., & Aprilia, R. (2023). Design of Augmented Reality (AR) Learning Media in Ecosystem Meteri in Elementary School Inclusion Classroom. Jurnal Penelitian Pendidikan IPA, 9(10).
Gagné, M., & Deci, E. L. (2005). Self-Determination Theory and Work Motivation. Journal of Organizational Behavior, 26(4), 331–362.
Gall, M. D., Gall, J. P., & Borg, W. R. (2003). Educational Research: An Introduction. Ally & Bacon Publishers.
Garz, J. (2021). An Overview of Twenty-Five Years of Augmented Reality in Education.
Garzón, J., & Acevedo, J. (2019). Meta-Analysis of the Impact of Augmented Reality on Students' Learning Gains. Educational Research Review, 27, 244–260.
Garzón, J., Baldiris, S., Gutiérrez, J., & Pavón, J. (2020). How Do Pedagogical Approaches Affect the Impact of Augmented Reality on Education? A Meta-Analysis and Research Synthesis. Educational Research Review.
Giomi, A. (2024). Frequencies of Gesture: Archiving and Re-Embodying Kinesthetic Traces Through Technical Inscription into Sound and Image. International Journal of Performance Arts and Digital Media, 20(3), 343–367.
Guo, Y., & Thiagarajan, P. (2025). Exploring the Impact and Challenges of Integrating the Laban/Bartenieff Movement System in ChaoXian Dance Education at C University, China. Research in Dance Education.
Habibi, A. (2020). Normal Baru Pasca Pandemi Covid-19. ADALAH: Buletin Hukum & Keadilan, 4(1), 197–204.
Haerani, R., Masunah, J., Narawati, T., Rochyadi, E., & Mujiarto. (2020). Models of Arts Teacher’s Professional Development. International Journal of Higher Education, 9(6), 77–86.
Heinich, R., Molenda, M., Russell, J. D., & Smaldino, S. E. (1996). Instructional Media and Technologies for Learning (5th ed.). Prentice-Hall.
Husna, A., Risdiyanti, I., Yanto, Y., Hamidah, I., & Handican, R. (2025). Enhancing Conceptual Understanding and Learning Interest in Geometry Through Augmented Reality-Based Learning Media. JDIME: Journal of Development and Innovation in Mathematics Education, 3(1), 11–21.
Ibáñez, M. B., Portillo, A. U., Cabada, R. Z., & Barrón, M. L. (2020). Impact of Augmented Reality Technology on Academic Achievement and Motivation of Students From Public and Private Mexican Schools: A Case Study in a Middle School. Computers & Education.
Kico, I., & Liarokapis, F. (2020). Investigating the Learning Process of Folk Dances Using Mobile Augmented Reality. Applied Sciences, 10(2), 599.
Lian, Y., & Xie, J. (2024). The Evolution of Digital Cultural Heritage Research: Identifying Key Trends, Hotspots, and Challenges Through Bibliometric Analysis. Sustainability, 16(16), 7125.
Lubis, M. (2024). Digital Learning Media in Elementary Science: Stimulating or Demotivating? Assyfa Journal of Multidisciplinary Education, 1(1), 18–26.
Mariyah, Y., Budiman, A., Rohayani, H., & Audina, W. (2021). Meningkatkan Motivasi Belajar Siswa Melalui Pemanfaatan Media Audio Visual: Studi Eksperimen dalam Pembelajaran Tari. Journal of Education, Humaniora and Social Sciences (JEHSS), 4(2), 959–967.
Martin, S., Diaz, G., Sancristobal, E., Gil, R., Castro, M., & Peire, J. (2011). New Technology Trends in Education: Seven Years of Forecasts and Convergence. Computers & Education, 57(3), 1893–1906.
Mekni, M., & Lemieux, A. (2014). Augmented Reality: Applications, Challenges and Future Trends. 205–214.
Morales, J., Cornide-Reyes, H., & Rossel, P. O. (2023). Virtual Reality, Augmented Reality and Metaverse: Customer Experience Approach and User Experience Evaluation Methods. Conference on Human Factors.
Narawati, T., Sriyanti, M. G., & Nugraheni, T. (2022). Art Education in Community: A Virtual Case Study of the Jaipong Dance Festival of Galuh Pakuan. 665(Icade 2021), 367–373.
Nurfadilah, S., Badaruddin, S., & Firdaus, I. (2025). Desain Pop-Up Book Tari Arimbi sebagai Pengenalan Muatan Lokal untuk Siswa Sekolah Dasar. 14, 17–32.
Richey, R. C., & Klein, J. D. (2010). Design and Development Research: Methods, Strategies, and Issues. Routledge.
Rusk, N., Jain, R., Martin, C. K., Roque, R., Freitas, J. A., & Molaodi, L. (2024). Honoring Practices of Community-Based Educators: Lessons Learned From the Collaborative Design of a Creative Mobile App. Learning, Media and Technology, 49(5), 794–810.
Safari. (2017). Indikator Minat Belajar. Rineka Cipta.
Sanni, M. O. (2025). Benefits of Augmented Reality Technology to Increase Student Creativity in Learning Arts and Culture in Class 2 SD 1 Gamong.
Sari, P. K., & Nurmiranda, A. (2024). The Influence of Digital Media Usage on Students' Creativity Skills in Creative Dance Arts Through Extracurricular Arts. 13, 73–82.
Tashakkori, A., & Teddlie, C. (2010). SAGE Handbook of Mixed Methods in Social & Behavioral Research (2nd ed.). Sage Publications.
Unda-López, A., Osejo-Taco, G., Vinueza-Cabezas, A., Paz, C., & Hidalgo-Andrade, P. (2022). Procrastination During the COVID-19 Pandemic: A Scoping Review. Behavioral Sciences, 12(2), 150–155.
Wang, X., & An, H. (2021). Designing Child-Friendly Digital Media: Principles and Implications for Educational Technology. Journal of Educational Multimedia and Hypermedia, 30(2), 185–205.
Wikantari, K. T., & Suranata, K. (2024). Media Pembelajaran Audiovisual Interaktif pada Topik Seni Tari Siswa Kelas IV Sekolah Dasar. 8(2), 278–288.
Winarti, S., & Putro, N. H. P. S. (2024). The Attitude Toward Teacher Digital Media in English Language Teaching. Journal of World Science, 3(11), 1491–1498.
Wu, H., Lee, S. W., Chang, H., & Liang, J. (2013). Current Status, Opportunities and Challenges of Augmented Reality in Education. Computers & Education, 62, 41–49.
Xu, W., Zhang, H., Sukjairungwattana, P., & Wang, T. (2022). The Roles of Motivation, Anxiety and Learning Strategies in Online Chinese Learning Among Thai Learners of Chinese as a Foreign Language. Frontiers in Psychology, 13.
Yim, M. Y., Chu, S., & Sauer, P. L. (2017). Is Augmented Reality Technology an Effective Tool for E-Commerce? An Interactivity and Vividness Perspective. Journal of Interactive Marketing, 39, 89–103.
Yu, N., & Liu, X. (2024). Online Dance Learning Satisfaction After the Pandemic: Lessons From the Crisis. SAGE Open, 14(1), 21582440241227268.
Yu, Z. (2022). Sustaining Student Roles, Digital Literacy, Learning Achievements, and Motivation in Online Learning Environments During the COVID-19 Pandemic. Sustainability, 14(8), 4388.
Zhou, X., Smith, C. J. M. B., & Al-Samarraie, H. (2024). Digital Technology Adaptation and Initiatives: A Systematic Review of Teaching and Learning During COVID-19. Journal of Computing in Higher Education, 36(3), 813–834.
Refbacks
- There are currently no refbacks.
View My Stats