Elementary Students’ Needs for Interactive Cultural Learning Media: A Needs Analysis for an AR-Based Game

Authors

  • Arum Astiningati Universitas Negeri Surabaya
  • Putri Rachmadyanti Universitas Negeri Surabaya
  • Nasution Nasution Universitas Negeri Surabaya

DOI:

https://doi.org/10.51276/edu.v7i2.1706

Keywords:

Augmented Reality , Cultural Learning , Game-Based Learning , Integrated Science and Social Studies , Local Wisdom

Abstract

This study analyzes the empirical needs for developing augmented Reality (AR)-based game learning media integrated with local wisdom to support cultural Learning in Integrated Science and Social Studies at the elementary level. Using a qualitative case study within a needs analysis framework, the study involved 28 fifth-grade students and 3 teachers. Data were collected through in-depth interviews, four-point Likert-scale questionnaires, and structured classroom observations, and were analyzed thematically through triangulation. The findings reveal three key gaps. Cultural learning remains dominated by teacher-centered instruction and limited interactive media (M=2.1). Students show strong preferences for visual media (M=3.7) and game-based Learning (M=3.6). Their knowledge of local cultural heritage is still low (M=1.9). Teachers also expressed positive views on integrating game mechanics and AR, though technical readiness remains a constraint. Overall, the findings provide an empirical basis for developing contextual, interactive, and culturally relevant AR Monopoly media to improve literacy, Engagement, and cultural understanding in digital learning environments.

Downloads

Download data is not yet available.

Author Biographies

Arum Astiningati, Universitas Negeri Surabaya

She was born in Mojokerto on April 13, 1993. She is currently a graduate student at Universitas Negeri Surabaya. She previously completed her undergraduate studies in Elementary School Teacher Education at Universitas Kanjuruhan Malang. At present, she is pursuing a Master’s degree in Elementary School Teacher Education at Universitas Negeri Surabaya.

Putri Rachmadyanti, Universitas Negeri Surabaya

She was born on June 2, 1989. She is a lecturer at Universitas Negeri Surabaya. She obtained her Bachelor's degree (B.Ed.) in Elementary School Teacher Education from Universitas Negeri Malang and graduated in 2011. She earned her Master's degree (M.Ed.) in Elementary School Education from Universitas Negeri Malang in 2013. She is currently pursuing her Ph.D. in Elementary School Education at Universitas Negeri Malang.

Nasution Nasution, Universitas Negeri Surabaya

He was born on June 2, 1989. He is a lecturer at Universitas Negeri Surabaya. He obtained his Bachelor’s degree (B.A./B.Ed.) in History Education from IKIP Surabaya and graduated in 1991. He earned his Master’s degree in Social Sciences Course from Aichi University of Education, Japan, in 2003. He completed his Doctoral degree (Ph.D.) in Science of School Education at Hyogo University of Teacher Education, Japan, in 2007.

References

Ahmar, D. S., & Azzajjad, M. F. (2025). Empowering Local Wisdom for Enhancing Students’ Social Skills in the Global Era. Journal of Education, Social & Communication Studies, 2(2), 112–127. https://doi.org/10.71028/jescs.v2i2.120

Alotaibi, M. S. (2024). Game-Based Learning in Early Childhood Education: A Systematic Review and Meta-Analysis. Frontiers in Psychology, 15, Article 1307881. https://doi.org/10.3389/fpsyg.2024.1307881

Aryfien, W. N., Atmojo, I. R. W., & Matsuri, M. (2025). Interactive Learning Media for Better Learning Outcomes in Elementary School: A Systematic Literature Review. Mimbar Sekolah Dasar, 12(1), 132–147. https://doi.org/10.53400/mimbar-sd.v12i1.82323

Aulia, H., Hafeez, M., Mashwani, H. U., Careemdeen, J. D., Mirzapour, M., & Syaharuddin, S. (2024). The Role of Interactive Learning Media in Enhancing Student Engagement and Academic Achievement. In Proceedings of the International Seminar on Student Research in Education, Science, and Technology (Vol. 1, pp. 57–67). UMMAT. https://journal.ummat.ac.id/index.php/issrectec/article/view/22378

Basumatary, D., & Maity, R. (2023). Effects of Augmented Reality in Primary Education: A Literature Review. Human Behavior and Emerging Technologies, 2023, Article 4695759. https://doi.org/10.1155/2023/4695759

Bond, M., & Bergdahl, N. (2023). Student Engagement in Open, Distance, and Digital Education. In O. Zawacki-Richter & I. Jung (Eds.), Handbook of Open, Distance, and Digital Education (pp. 1309–1324). Springer. https://doi.org/10.1007/978-981-19-2080-6_79

Bulkani, B., Fatchurahman, M., Adella, H., & Setiawan, M. A. (2022). Development of Animated Learning Media Based on Local Wisdom to Improve Student Learning Outcomes in Elementary Schools. International Journal of Instruction, 15(1), 55–72. https://doi.org/10.29333/iji.2022.1514a

Chang, H.-Y., Binali, T., Liang, J.-C., Chiou, G. L., Cheng, K.-H., Lee, S. W.-Y., & Tsai, C.-C. (2022). Ten Years of Augmented Reality in Education: A Meta-Analysis of (Quasi-) Experimental Studies to Investigate Its Impact. Computers & Education, 191, Article 104641. https://doi.org/10.1016/j.compedu.2022.104641

Chen, C. M., & Tsai, Y. N. (2012). Interactive Augmented Reality System for Enhancing Library Instruction in Elementary Schools. Computers & Education, 59(2), 638–652. https://doi.org/10.1016/j.compedu.2012.03.001

Creswell, J. W. (2014). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (4th ed.). SAGE Publications.

Damayanti, E., Samosir, B., Agung, A. A. G., & Suartama, I. K. (2023). Interactive Learning Media Based on Character Education in Indonesian Subjects for Grade 1 Elementary Schools. Indonesian Values and Character Education Journal, 6(1), 12–23. https://doi.org/10.23887/ivcej.v6i1.57720

Deguchi, A., Hirai, C., Matsuoka, H., Nakano, T., Oshima, K., Tai, M., & Tani, S. (2020). What Is Society 5.0? In Society 5.0: A People-Centric Super-Smart Society, 1–23. Springer. https://doi.org/10.1007/978-981-15-2989-4_1

Dermawan, H., & Sumarni, S. (2024). Basic Education in the Era of Society 5.0: Opportunities and Challenges. International Journal of Educatio Elementaria and Psychologia, 1(4), 180–187. https://doi.org/10.70177/ijeep.v1i4.1110

Ender, M. G. (2021). Experiencing Social Class Inequality: Modified Monopoly. In Teaching and Learning the West Point Way, 1–6. Routledge. https://doi.org/10.4324/9781003138181-23

Firmansyah, A., & Indana, S. (2018). Developing a Biology-Based Monopoly Game as a Medium to Improve Students’ Learning Outcomes and Social Skills. In Advances in Social Science, Education and Humanities Research, 108, 218–222. Atlantis Press. https://doi.org/10.2991/soshec-17.2018.43

Hung, C.-Y., Sun, J. C.-Y., & Yu, P.-T. (2015). The Benefits of a Challenge: Student Motivation and Flow Experience in Tablet-PC Game-Based Learning. Interactive Learning Environments, 23(2), 172–190. https://doi.org/10.1080/10494820.2014.997248

Kusumawati, Y. (2025). The Effect of Augmented Reality on Learning Outcomes Through Assembler Education Applications in Elementary Schools. El Midad: Jurnal Jurusan PGMI, 17(1), 113–125. https://doi.org/10.20414/elmidad.v17i1.13247

Lester, J. C., Spires, H. A., Nietfeld, J. L., Minogue, J., Mott, B. W., & Lobene, E. V. (2014). Designing Game-Based Learning Environments for Elementary Science Education: A Narrative-Centered Learning Perspective. Information Sciences, 264, 4–18. https://doi.org/10.1016/j.ins.2013.09.005

Maryani, I., & Sumiar, Z. (2018). Developing a Science Monopoly on the Force Learning Material for Elementary School Students. Jurnal Prima Edukasia, 6(1), 11–20. https://doi.org/10.21831/jpe.v6i1.16084

Miles, M. B., & Huberman, A. M. (1994). Qualitative Data Analysis: An Expanded Sourcebook (2nd ed.). SAGE Publications.

Millah, E. T., Kurniawan, D. T., & Abidin, Y. (2025). The Effectiveness of Using Interactive Learning Media in Enhancing Learning Motivation and Science Literacy of 6th Grade Elementary School Students on the Topic of World Continents. Jurnal Iqra’: Kajian Ilmu Pendidikan, 10(2), 82–94. https://doi.org/10.25217/ji.v10i2.5715

Nurhayati, N., Rosdianti, V., Sari, A., Nurhaliza, N., & Fransisca, S. (2022). Developing Elementary School’s Social Studies Learning Using the Monopoly Game. Indonesian Journal of Multidisciplinary Science, 1(6), 648–653. https://doi.org/10.55324/ijoms.v1i6.124

Nurjaman, H. (2024, May 28). Reflection on Literacy Skills and Education in Indonesia in the Digital Age: Analysis of the PISA 2022. Center for Digital Society. Retrieved from https://digitalsociety.id/2024/05/28/reflection-on-literacy-skills-and-education-in-indonesia-in-the-digital-age-analysis-of-the-pisa-2022/

OECD. (2023a). PISA 2022 Results (Volume I): The State of Learning and Equity in Education. OECD Publishing. https://doi.org/10.1787/53f23881-en

OECD. (2023b). PISA 2022 Results (Volume I and II) – Country Notes: Indonesia. OECD Publishing. Retrieved from https://www.oecd.org/en/publications/pisa-2022-results-volume-i-and-ii-country-notes_ed6fbcc5-en/indonesia_c2e1ae0e-en.html

Partovi, T., & Razavi, M. R. (2019). The Effect of Game-Based Learning on Elementary School Students’ Academic Achievement Motivation. Learning and Motivation, 68, Article 101592. https://doi.org/10.1016/j.lmot.2019.101592

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Fundamentals of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Putrayasa, I. B., & Sanjaya, D. B. (2025). Innovation of Augmented Reality Learning Media Using Assemblr Edu to Improve Motivation and Science Learning Outcomes of Sixth Grade Students. Journal of Innovation and Research in Primary Education, 4(3), 1137–1151. https://doi.org/10.56916/jirpe.v4i3.1964

Rahmawati, Y., Ridwan, A., Cahyana, U., & Wuryaningsih, T. (2020). The Integration of Ethnopedagogy in Science Learning to Improve Student Engagement and Cultural Awareness. Universal Journal of Educational Research, 8(2), 662–671. https://doi.org/10.13189/ujer.2020.080239

Sakr, A., & Abdullah, T. (2024). The Impact of Virtual Reality, Augmented Reality, and Learning Analytics on Learners and Educators: A Systematic Review. Education and Information Technologies, 29, 19913–19962. https://doi.org/10.1007/s10639-024-12602-5

Sugiyo, R., & Purwastuti, L. A. (2017). A Local Wisdom-Based Character Education Model in Elementary Schools in Bantul, Yogyakarta, Indonesia. Sino-US English Language Teaching, 14(5), 299–308. https://doi.org/10.17265/1539-8072/2017.05.003

Tian, X., & Ironsi, C. S. (2025). Examining the Impact of Augmented Reality on Student Learning Outcomes. Scientific Reports, 15, Article 36957. https://doi.org/10.1038/s41598-025-20833-w

Wulandari, R., Susilo, H., & Kuswandi, D. (2017). The Use of Interactive Multimedia Teaching Educational Games to Improve the Activities and Learning Outcomes of Elementary School Students. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 2(8). https://journal.um.ac.id/index.php/jptpp/article/view/9759

Yaras, Z., & Öztürk, F. K. (2022). Society 5.0 in Human-Technology Integration: Digital Transformation in Educational Organizations. International Journal of Progressive Education, 18(1), 458–474. https://doi.org/10.29329/ijpe.2022.426.26

Downloads

Published

2026-03-27

How to Cite

Astiningati, A., Rachmadyanti, P., & Nasution, N. (2026). Elementary Students’ Needs for Interactive Cultural Learning Media: A Needs Analysis for an AR-Based Game. Edunesia : Jurnal Ilmiah Pendidikan, 7(2), 1132–1151. https://doi.org/10.51276/edu.v7i2.1706

Issue

Section

Article

Similar Articles

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 > >> 

You may also start an advanced similarity search for this article.