The Effectiveness of Traditional Game Methods Assisted by Augmented Reality in Improving Students' Literacy Abilities
Abstract
This research aims to determine the effectiveness of implementing the Mallogo learning method
assisted by Augmented Reality in creating an optimal literacy cultural climate for students at UPT
SMP Negeri 2 Salomekko. This research is a type of quantitative descriptive research using a
research design, namely a quasi-experimental non equivalent control group design, using a
purposive sampling technique (teacher consideration). The population in this study included 60
students in class VIII A and VIII B. The sample in this study was divided into two classes, with
30 students in class VIII A as the experimental class and 30 students in class VIII B as the control
class. The focus of this research is the application of the Mallogo learning method assisted by
Augmented Reality in creating an optimal literacy cultural climate for students which is applied
in the experimental class. The data analysis used in this research is the gain score test to determine
how much the students' reasoning abilities have increased before and after implementing the
learning process. The results of this research show that there is an increase in students' literacy
skills before using learning methods Mallogo is assisted by Augmented Reality and after using
learning methods Mallogo assisted by Augmented Reality with average pretest results 47 become
79 on the posttest with gain score for the experimental class of 82% while the control class is
equal to 72%.
Keywords: Learning methods, Mallogo Games, Augmented Reality, Literacy Ability
assisted by Augmented Reality in creating an optimal literacy cultural climate for students at UPT
SMP Negeri 2 Salomekko. This research is a type of quantitative descriptive research using a
research design, namely a quasi-experimental non equivalent control group design, using a
purposive sampling technique (teacher consideration). The population in this study included 60
students in class VIII A and VIII B. The sample in this study was divided into two classes, with
30 students in class VIII A as the experimental class and 30 students in class VIII B as the control
class. The focus of this research is the application of the Mallogo learning method assisted by
Augmented Reality in creating an optimal literacy cultural climate for students which is applied
in the experimental class. The data analysis used in this research is the gain score test to determine
how much the students' reasoning abilities have increased before and after implementing the
learning process. The results of this research show that there is an increase in students' literacy
skills before using learning methods Mallogo is assisted by Augmented Reality and after using
learning methods Mallogo assisted by Augmented Reality with average pretest results 47 become
79 on the posttest with gain score for the experimental class of 82% while the control class is
equal to 72%.
Keywords: Learning methods, Mallogo Games, Augmented Reality, Literacy Ability
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Lembaga Penelitian dan Pengabdian Masyarakat (LPPM)
Universitas Muhammadiyah Semarang
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Kota Semarang, Jawa Tengah - 50273 - ID
Telp. 024 76740294