Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce

PENGARUH PENGGUNAAN GAME EDUKASI BERBASIS AUGMENTED REALITY TERHADAP KEMAMPUAN MENYIMAK CERITA SISWA KELAS III SDN 255 PARANGLOHE KABUPATEN BULUKUMBA

Karnilawati (Unknown)
Ratnawati (Unknown)
Desy Ayu Andhira (Unknown)



Article Info

Publish Date
20 May 2026

Abstract

This study aims to determine the effect of using an Augmented Reality-based educational game on the listening skills of third-grade students at SDN 255 Paranglohe, Bulukumba Regency. This study used a quantitative approach with a pre-experimental method through a One Group Pretest–Posttest design. The subjects were 10 third-grade students. Data collection used a story listening test administered before and after the application of Augmented Reality media in the learning process. The results showed that students' listening skills improved after using the media. The average score for students in the pretest was 55.00, increasing to 84.00 in the posttest. These results indicate that the use of an Augmented Reality-based educational game significantly improved students' listening skills. The use of this technology helps students focus better and visualize the story content more easily through direct interaction with digital objects. Therefore, Augmented Reality-based educational games can be used as an effective alternative learning medium to improve elementary school students' listening skills.

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...