Sep 2026· Digital Technologies Research and Applications· Vol 5, pp. 89-104· 0 citations· 38 references
TL;DR
The study claims that the suggested AR framework is a constructive technological and pedagogical framework to promote Character Education that integrates cutting-edge technology, neuroscientific learning, and cultural values, providing a model to design contextually appropriate educational technology for early childhood education.
Abstract
Most technology advancements for early childhood education focus on cognitive development. They tend to neglect character education that incorporates local wisdom and integrative methods. Thus, this study aims to design, develop, and evaluate a brain-based learning (BBL) and Tri Kaya Parisudha values (Manacika, Wacika, Kayika) Augmented Reality (AR) framework. Using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model of instructional design, the development process of the AR framework is made as systematic as possible. The developed AR media is interactive and provides multisensory, emotionally fused learning experiences through 3D visualization, animation, and interactive story. Such experiences are designed to stimulate neural pathways important for cognitive and moral development. The learning experiences align with the thematic teaching of the positive values integrated into the Indonesian early childhood education (ECE) curriculum. The validity and practicability of the AR framework were assessed through expert review and its functionality with preschool-aged children, using a quasi-experimental design. The design of the pedagogical media and the integration of culture were validated by the experts and scored highly for validity. The classroom application had an exceptionally positive impact on children's prosocial, critical thinking, and communicative behavior. The study claims that the suggested AR framework is a constructive technological and pedagogical framework to promote Character Education. It integrates cutting-edge technology, neuroscientific learning, and cultural values, providing a model to design contextually appropriate educational technology for early childhood education.
The adaptive AR-based learning media is expected to enhance students’ visual-spatial ability and learning outcomes through interactive visualization and more meaningful learning experiences through interactive visualization and more meaningful learning experiences.
Amanda Mahabbah Najwa Shakila, Nurhadiansyah Nurhadiansyah· Journal of General Education...· 0 citations
This study aims to develop MonoZooAR, an augmented reality (AR)-based educational technology medium incorporating multisensory stimulation through a monopoly-style game framework, as an innovative approach to fostering early literacy competencies among children aged 4–6 years. The medium unifies three dimensional visua...
EduBody effectively enhances students' cognitive comprehension of basic human organ functions and achieves a mean Normalized Gain of 0.725, confirming that EduBody effectively enhances students' cognitive comprehension of basic human organ functions.
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Badminton instruction continues to face challenges in facilitating students’ conceptual and visual-spatial understanding of court layout and game rules. Despite the widespread application of augmented reality (AR) in sports education, most studies have concentrated on motor skill development rather than conceptual lear...
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Emerging technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are transforming rehabilitation, yet integrating these rapidly evolving topics into undergraduate curricula remains challenging. This paper presents a Universal Design for Learning (UDL)-informed pedagogical mod...
K. Francis· Proceedings of the Internati...· 0 citations