Traditional Game-Based Augmented Reality Media to ImproveStudent Numeracy Literacy

Authors

  • iin karmila putri politeknik dewantara
  • Muh Fitra Nur Asri Politeknik Dewantara, Palopo, Indonesia
  • Aswar Anas Universitas Cokroaminoto Palopo, Palopo, Indonesia

DOI:

https://doi.org/10.30812/bite.v7i2.5706

Keywords:

Augmented Reality, Digital Learning Media, Literacy Numeracy, Mathematics Education, Traditional Games

Abstract

Background: Elementary school learning still faces challenges in providing meaningful, contextual learning experiences
that foster students’ reasoning skills.
Objective: This study aimed to design and develop an augmented reality–based mathematics learning medium that
integrates traditional Luwu games, Madende and Maguli, to enhance elementary students’ numeracy literacy.
Methods: A needs analysis was conducted through classroom observations, teacher interviews, and student questionnaires.
Numeracy elements were identified from the rules of the traditional games. The learning media were designed and
implemented using Unity with image-based tracking technology. Expert validation and a limited trial were conducted with
25 fifth-grade students.
Result: The developed product was rated as highly feasible, with an average validity score of 85%. Students’ mean scores
increased from 62.4 to 80.6, yielding a normalized gain score of 0.48. User responses were positive, and teachers assessed
the media as suitable for classroom use.
Conclusion: The integration of Augmented Reality with local cultural contexts supports numeracy learning and has the
potential for broader adoption following performance optimization and further comparative testing. 

Downloads

Download data is not yet available.

References

[1] W. D. Patriana, S. Sutama, dan M. D. Wulandari, “Pembudayaan Literasi Numerasi untuk Asesmen

Kompetensi Minimum dalam Kegiatan Kurikuler pada Sekolah Dasar Muhammadiyah,” Jurnal Basicedu,

vol. 5, no. 5, pp. 3413–3430, Aug. 20, 2021. doi: 10.31004/basicedu.v5i5.1302.

[2] R. Ismafitri, M. Alfan, dan S. R. Kusumaningrum, “Karakteristik HOTS (High Order Thinking Skills)

dan Kaitannya Dengan Kemampuan Literasi Numerasi di Sekolah Dasar,” en, Jurnal Riset Intervensi

Pendidikan (JRIP), vol. 4, no. 1, pp. 49–55, Feb. 12, 2022.

[3] D. A. Muhklis, C. Fiyani, dan K. Pratama, “Tinjauan literatur pemanfaatan teknologi pembelajaran

terhadap keterampilan literasi digital pada mata pelajaran ipa di sekolah dasar,” id, Jurnal Pendidikan

dan Pembelajaran, vol. 2, no. 1, pp. 62–76, Apr. 18, 2023. doi: 10.70294/juperan.v2i02.261.

[4] W. M. ‘Ula et al., “Efektivitas Penggunaan Augmented Reality (AR) dalam Meningkatkan Hasil Belajar

Siswa SD pada Mata Pelajaran IPA: Literature Review,” en, Pendas : Jurnal Ilmiah Pendidikan Dasar,

vol. 10, no. 02, pp. 230–246, Jul. 1, 2025. doi: 10.23969/jp.v10i02.28452.

[5] Y. Mar’atullatifah dan N. Ratnasari, “Penerapan Media Pembelajaran Untuk Anak Penderita Autisme

Menggunakan Teknologi Augmented Reality,” Jurnal Informasi dan Teknologi, vol. 5, no. 4, pp. 39–52,

Nov. 17, 2023. doi: 10.60083/jidt.v5i4.413.

[6] D. A. Fitriana, “A Systematic Review of Augmented Reality as an Innovative Learning Media In Primary

Education,” en-US, Social, Humanities, and Educational Studies (SHES): Conference Series, vol. 4, no. 6,

pp. 932–937, Sep. 1, 2021. doi: 10.20961/shes.v4i6.68605.

[7] A. H. Yusup et al., “Literature Review: Peran Media Pembelajaran Berbasis Augmented Reality dalam

Media Sosial,” en, Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi, vol. 3, no. 5, pp. 209–217,

Sep. 8, 2023. doi: 10.59818/jpi.v3i5.575

[8] N. P. Dewi et al., “Efektivitas Penggunaan Teknologi Augmented Reality (AR) dan Virtual Reality

(VR) dalam Pembelajaran Anatomi: Tinjauan Literatur,” en, Nusantara Hasana Journal, vol. 4, no. 10,

pp. 240–248, Mar. 30, 2025. doi: 10.59003/nhj.v4i10.1431.

[9] M. Fadhilah dan K. I. Nuriza, “Efektivitas pembelajaran berbasis ai dan augmented reality dalam

meningkatkan literasi digital dan fungsi eksekutif otak siswa sd: Tinjauan literatur sistematis,” id, GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia, vol. Special Edition Lalong´et VI, pp. 881–897,

Sep. 16, 2025. doi: 10.19105/ghancaran.vi.21670.

[10] Komarudin A, “Integrasi Augmented Reality dalam Pembelajaran Matematika: Tinjauan Teoretis Pendekatan Kognitif dan Visualisasi Spasial,” Jurnal Axioma : Jurnal Matematika dan Pembelajaran, vol. 10,

no. 2, pp. 26–36, Jul. 3, 2025. doi: 10.56013/axi.v10i2.4298.

[11] M. Turmuzi, I. G. P. Sudiarta, dan I. G. P. Suharta, “Systematic Literature Review: Etnomatematika

Kearifan Lokal Budaya Sasak,” Jurnal Cendekia : Jurnal Pendidikan Matematika, vol. 6, no. 1, pp. 397–413,

Jan. 19, 2022. doi: 10.31004/cendekia.v6i1.1183.

[12] D. Fitriani dan A. Putra, “Systematic Literature Review (SLR): Eksplorasi Etnomatematika pada Makanan

Tradisional,” Journal of Mathematics Education and Learning, vol. 2, no. 1, p. 18, Mar. 30, 2022. doi:

10.19184/jomeal.v2i1.29093.

[13] D. Amelia et al., “Peran Media Pembelajaran Etnomatematika dalam Meningkatkan Minat Belajar

Matematika Siswa SD: Tinjauan Literatur,” Jurnal Ilmiah Profesi Pendidikan, vol. 10, no. 1, pp. 875–883,

Feb. 28, 2025. doi: 10.29303/jipp.v10i1.2953.

[14] A. Rahayu, “Metode Penelitian dan Pengembangan (R&D) : Pengertian, Jenis dan Tahapan,” DIAJAR:

Jurnal Pendidikan dan Pembelajaran, vol. 4, no. 3, pp. 459–470, Jul. 10, 2025. doi: 10.54259/diajar.

v4i3.5092.

[15] H. Adrillian et al., “Media Pembelajaran Berbasis Game Edukasi Matematika Untuk Meningkatkan

Motivasi Dan Hasil Belajar Peserta Didik: Systematic Literature Review,” Jurnal Riset dan Inovasi

Pembelajaran, vol. 4, no. 2, pp. 751–767, Jul. 3, 2024. doi: 10.51574/jrip.v4i2.1444.

Published

2025-12-30

Issue

Section

Articles

How to Cite

putri, iin karmila, Nur Asri, M. F., & Anas, A. . (2025). Traditional Game-Based Augmented Reality Media to ImproveStudent Numeracy Literacy. Jurnal Bumigora Information Technology (BITe), 7(2), 121-130. https://doi.org/10.30812/bite.v7i2.5706