Interactive AR Textbook Application for 3M Orang Asli Students in Primary School
DOI:
https://doi.org/10.37934/sijile.2.1.124Keywords:
3M skills, Orang Asli students, augmented reality, AR prototypes, AR development, interactive AR textbookAbstract
The impact of technological advancement on the education system, particularly the need for innovation in its use in teaching and learning, is significant. However, the disclosure of a previous study found that a total of 269,332 primary school students across the country were not able to master the basic 3M skills of reading, counting, and writing. Therefore, this study aims to develop an Interactive AR textbook to learn the vowels a, e, è, i, o, and u. Evaluation of the effectiveness of using Interactive AR Textbooks, especially from the design point of view and to user experience and cognitive style in the context of Orang Asli education in the State of Perak. This study uses design-based research (DBR) as design research, which is divided into four phases: Phase I (analysis), Phase II (development), Phase III (evaluation), and Phase IV (documentation). Six experts were selected to verify the application. It was tested for usability and student performance on 62 first-year students among Orang Asli students in the State of Perak. The results revealed that the Interactive AR Textbook can be used to learn vowels a, e, è, i, o, and u based on expert agreement in terms of usability (99%), ease of use (98%), ease of learning (96%), and motivation (100%). Results show that Interactive AR Textbooks can increase motivation for learning Malay vowels, making them beneficial for grade 1 students, teachers, and schools. This application enables the creation of a realistic, authentic, engaging, and entertaining learning environment. This study also acknowledges the limitations and future recommendations of this study.