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Contact Name
Andrian Saputra
Contact Email
andriansaputra@fkip.unila.ac.id
Phone
+6285768233166
Journal Mail Official
jpmipa@fkip.unila.ac.id
Editorial Address
FKIP Universitas Lampung Jl. Prof. Dr. Ir. Sumantri Brojonegoro, Gedong Meneng, Kec. Rajabasa, Kota Bandar Lampung
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Pendidikan MIPA
Published by Universitas Lampung
ISSN : 14112531     EISSN : 26855488     DOI : http://doi.org/10.23960/jpmipa
Core Subject : Education,
Jurnal Pendidikan MIPA (JPMIPA) focused on mathematics education, science education, and the use of technology in the educational field. In more detail, the scope of interest are, but not limited to: STEM/STEAM Education Environmental and Sustainability Education Scientific Literacy Computer-based Education and Digital Competence Higher Order Thinking Skills Multicultural and Inclusive Education Attitude towards Mathematics and Science Learning Models, Methods, Strategies of Math & Science Learning Virtual and Blended Learning Teacher Education
Articles 1 Documents
Search results for "Alternate Reality Game and Augmented Reality" : 1 Documents clear
Alternate Reality Game and Augmented Reality: Do They Complement in Promoting Students' Self-Efficacy for Science Learning Indayati, Tatik; Rahayu, Wulan; Karinsa, Hanah
Jurnal Pendidikan MIPA Vol 25, No 3 (2024): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

Self Efficacy (SE) plays an important role in improving students' academic achievement in science education. This study explores the integration of Alternate Reality Games (ARG) and Augmented Reality (AR) technology to improve students' SE during science learning. Employing a Systematic Literature Review (SLR) guided by the PRISMA framework, this research analyzes 41 studies published between 2020 and 2024. The PICO methodology was applied: Participants (students in science education), Intervention (ARG and AR implementation), Comparison (traditional teaching methods), and Outcome (improved SE). ARG immerses students in interactive narratives and problem-solving scenarios, fostering critical thinking and resilience, while AR enhances conceptual understanding through immersive and visual simulations of scientific phenomena. The combined ARG and AR app offers a comprehensive learning experience, facilitating deeper engagement and increased confidence in academic abilities. However, challenges such as technological infrastructure and educator readiness remain significant barriers to implementation in developing countries. These findings highlight the complementary roles of ARG and AR in advancing science education, demonstrating their potential to create inclusive and engaging learning environments. However, AR plays a more significant role than ARG, particularly in enhancing students' conceptual understanding and active participation, which directly impacts their self-efficacy.        Keywords: self efficacy, alternate reality games, augmented reality.DOI: http://dx.doi.org/10.23960/jpmipa/v25i3.pp1329-1346

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