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Eksplorasi Penggunaan Augmented Reality (AR) sebagai Media Interaktif dalam Pembelajaran Tata Krama Bahasa Sunda Nugraha, Haris Santosa; Kuswari, Usep; Sutisna, Ade; Sari, Erni Endah; Dzakiah, Shoofii Nurrizki; Garsela, Fajar
LOKABASA Vol 16, No 1 (2025): April 2025
Publisher : UPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jlb.v16i1.81705

Abstract

Penelitian ini bertujuan untuk mengeksplorasi kebutuhan penggunaan Augmented Reality  (AR) sebagai media pembelajaran interaktif dalam pembelajaran tata krama bahasa Sunda. Berlandaskan teori konstruktivisme, penelitian ini menekankan pentingnya pembelajaran berbasis pengalaman dan interaksi dalam meningkatkan pemahaman siswa terhadap norma sosial dalam budaya Sunda. Metode yang digunakan adalah deskriptif kualitatif dengan teknik pengumpulan data melalui kuesioner, observasi partisipatif, dan wawancara mendalam kepada guru serta siswa dari sepuluh sekolah menengah pertama di wilayah Bandung Raya. Analisis data dilakukan secara tematik menggunakan pendekatan Miles dan Huberman. Hasil penelitian menunjukkan bahwa metode pembelajaran konvensional kurang efektif dalam merepresentasikan situasi sosial secara nyata. AR memiliki potensi besar dalam menghadirkan simulasi pembelajaran yang lebih realistis dan interaktif dengan karakteristik utama berupa simulasi kontekstual, visualisasi realistis, latihan mandiri, serta umpan balik langsung. Namun, tantangan utama dalam implementasi AR terletak pada keterbatasan infrastruktur teknologi dan kesiapan tenaga pendidik. Implikasi penelitian ini menekankan perlunya dukungan infrastruktur dan pelatihan guru agar AR dapat diterapkan secara optimal dalam pembelajaran tata krama bahasa Sunda.This study aims to explore the need for using Augmented Reality  (AR) as an interactive learning medium in Sundanese etiquette education. Based on constructivist theory, this research emphasizes the importance of experience-based and interactive learning in enhancing students’ understanding of social norms in Sundanese culture. The research employs a qualitative descriptive method with data collection techniques including questionnaires, participatory observations, and in-depth interviews with teachers and students from ten junior high schools in the Bandung Raya region. Data analysis was conducted thematically using the Miles and Huberman approach. The findings indicate that conventional teaching methods are ineffective in representing real social situations. AR has great potential in providing more realistic and interactive learning simulations with key characteristics such as contextual simulations, realistic visualization, independent exercises, and real-time feedback. However, the main challenges in implementing AR lie in the limitations of technological infrastructure and the readiness of educators. The study highlights the need for infrastructure support and teacher training to ensure the optimal application of AR in Sundanese etiquette education. 
Penerapan media augmented reality dalam pembelajaran tata krama bahasa Sunda pada siswa SMP Alfa Centauri kota Bandung Nugraha, Haris Santosa; Sutisna, Ade; Garsela, Fajar; Sari, Erni Endah; Dzakiah, Shoofii Nurrizki
Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya Vol 8 No 2 (2025)
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/diglosia.v8i2.1202

Abstract

Learning about tata krama (etiquette) in Sundanese often faces obstacles, particularly due to the limited availability of instructional media that can realistically and comprehensively represent social situations. As a result, students struggle to distinguish and apply various speech levels—such as respectful, familiar, and harsh language—according to context. This study aims to examine the effectiveness of Augmented Reality (AR) technology in enhancing students’ understanding of Sundanese etiquette. A quantitative approach was employed using an experimental method with a pre-test post-test control group design. The study involved 44 seventh-grade students from SMP Alfa Centauri in Bandung. Data were collected through comprehension tests and analyzed using a paired sample t-test. The results showed a significance value of 0.00, indicating a significant difference between the pre-test and post-test scores in the experimental group. Furthermore, the N-Gain score of 0.73 suggests a high level of improvement in learning outcomes. These findings demonstrate that AR media can effectively visualize complex social communication interactions, thereby supporting deeper student comprehension. Thus, the integration of Augmented Reality proves to be an effective and innovative solution for technology-based Sundanese language learning.