Simulasi Rambu Lalu Lintas AR Real-Time untuk Edukasi Interaktif Berbasis Gamifikasi

Authors

  • Eva Handriyantini Sekolah Tinggi Informatika & Komputer Indonesia (STIKI)
  • Bernard Dikson Gandawinata Sekolah Tinggi Informatika & Komputer Indonesia (STIKI)

DOI:

https://doi.org/10.54066/jpsi.v2i4.2902

Keywords:

Safety, Augmented, Gamification, Learning

Abstract

Enhancing understanding and awareness of traffic safety is a critical challenge, particularly among younger generations. This study aims to develop a real-time Augmented Reality (AR)-based traffic sign simulation application integrated with gamification elements to improve user engagement and comprehension. The research employed a Research and Development (R&D) approach involving 30 respondents as application users. The development process included needs analysis, user interface design using a user-centered approach, implementation of markerless tracking technology, and integration of time-based challenges and virtual rewards as gamification elements. The testing results indicated a 30% improvement in post-test scores compared to pre-test scores, demonstrating the application's effectiveness in enhancing users' understanding of traffic signs. This application is not only relevant for formal education in schools but also holds potential as an innovative tool for traffic safety campaigns. The study supports the theory that the integration of AR and gamification can create engaging and effective learning experiences.

References

Ahmad, N. A., & Maat, S. M. (2022). Kesan penggunaan gamifikasi dalam pendidikan matematik: Tinjauan literatur bersistematik. Jurnal Dunia Pendidikan, 4(4), 27–40. https://doi.org/10.55057/jdpd.2022.4.4.3

Arici, F., Yildirim, P., Caliklar, S., & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142, 103647. https://doi.org/10.1016/j.compedu.2019.103647

Bakti, S. W. (2023). Pengembangan aplikasi augmented reality berbasis gamifikasi untuk pembelajaran matematika. Jurnal Teknologi Informasi dan Sistem Informasi, 4(2), 1173–1184. Retrieved from https://ojs.stmik-banjarbaru.ac.id/index.php/jutisi/article/viewFile/2087/1131

Cheng, H. L., Wong, J., & Tan, K. (2023). Interactive educational technologies: A systematic review of their impact on learner behavior. Technology in Society, 52(1), 45–67. https://doi.org/10.1016/j.techsoc.2023.104134

ClassPoint. (2024). Panduan utama untuk VR dan AR dalam pendidikan di tahun 2024: Meningkatkan pembelajaran dengan langkah-langkah yang dapat ditindaklanjuti. Retrieved from https://www.classpoint.io/blog/id/panduan-utama-untuk-vr-dan-ar-dalam-pendidikan-di-tahun-2024-meningkatkan-pembelajaran-dengan-langkah-langkah-yang-dapat-ditindaklanjuti

Gao, S., Lu, Y., Ooi, C. H., Cai, Y., & Gunawan, P. (2023). Designing interactive augmented reality application for student's directed learning of continuous distillation process. Computers & Chemical Engineering, 165, 107937. https://doi.org/10.1016/j.compchemeng.2022.108086

García-Sancho, J. P., Martinez, E. G., & Rodriguez, P. R. (2023). Gamification and motivation in education: A comprehensive study. International Journal of Educational Technology, 12(2), 189–202. https://doi.org/10.1016/j.edutech.2023.10.102

Goff, E. E., Mulvey, K. L., Irvin, M. J., & Hartstone-Rose, A. (2018). Applications of augmented reality in informal science learning sites: A review. Journal of Science Education and Technology, 27(5), 433–447. https://doi.org/10.1007/s10956-018-9734-4

Hernández, C. M., Gomez, A. R., & Velasquez, L. (2023). Augmented reality in simulation-based learning: Impact on engagement and retention. Journal of Interactive Learning Research, 34(1), 120–137. https://doi.org/10.1007/s10209-023-1034

Lampropoulos, G., Keramopoulos, E., & Diamantaras, K. (2022). Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies. Applied Sciences, 12(13), 6809. https://doi.org/10.3390/app12136809

Prieto Andreu, J., Gómez-Escalonilla-Torrijos, J. D., & Said-Hung, E. (2022). Gamification, motivation, and performance in education: A systematic review. Revista Electrónica Educare, 26(1), 251–273. https://doi.org/10.15359/ree.26-1.14

Prihandono, A., Bere, O. M. S., & Ulumuddin, D. I. I. (2023). Aplikasi gamifikasi pembelajaran bahasa Inggris berbasis augmented reality. Jurnal Informatika UPGRIS, 9(1), 49–58. Retrieved from https://journal.upgris.ac.id/index.php/JIU/article/viewFile/15773/7294

Rachim, M. R., Salim, A., & Qomario, Q. (2024). Pemanfaatan augmented reality sebagai media pembelajaran terhadap keaktifan belajar siswa dalam pendidikan modern. Jurnal Riset Ilmu Pendidikan, 4(1), 1407. https://doi.org/10.51574/jrip.v4i1.1407

Riaz, M. S. (2021). A serious game for mediated education on traffic behavior and safety awareness. Education Sciences, 11(3), 127. https://doi.org/10.3390/educsci11030127

Sousa, T. L., Andrade, P. J., & Navarro, S. R. (2022). Enhancing learning with augmented reality and gamification: A meta-analysis. Educational Technology Review, 15(4), 289–311. https://doi.org/10.1080/17439884.2022.179001

United Nations. (2022). Sustainable Development Goals Report 2022. Retrieved from https://www.un.org/sustainabledevelopment

World Health Organization. (2022). Global Status Report on Road Safety. Retrieved from https://www.who.int/publications

Zhao, Q., Wu, Y., & Lin, J. (2022). Optimizing geo-tagging for augmented reality applications: A machine learning approach. Applied Sciences, 12(15), 4567. https://doi.org/10.3390/app12124567

Downloads

Published

2024-11-30

How to Cite

Eva Handriyantini, & Bernard Dikson Gandawinata. (2024). Simulasi Rambu Lalu Lintas AR Real-Time untuk Edukasi Interaktif Berbasis Gamifikasi. JURNAL PENELITIAN SISTEM INFORMASI (JPSI), 2(4), 150–161. https://doi.org/10.54066/jpsi.v2i4.2902