Skip to content
Review Open access

A Brain-Based Learning Augmented Reality Framework Combined with the Tri Kaya Parisudha Values for Early Childhood Character Education

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.

Read PDF

Similar papers

Open access Aug 2026

Development of Adaptive Augmented Reality-Based Learning Media to Improve Students’ Visual-Spatial Ability

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 · 0 citations
Open access Sep 2026

Development of MonoZooAR: A Multisensory Augmented Reality Game-Based Learning Technology for Enhancing Early Literacy Competencies in Children Aged 4–6 Years

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...

Trivena Wijayanti, Eunike Milasari Listyaningrum · 0 citations
#software testing Open access Sep 2026

Interactive Augmented Reality Learning Media for Human Organ Systems in Middle School Education

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.

M. Ping, Budi Yasri, Fitiriah Handayani et al. · 0 citations
Open access Aug 2026

Augmented reality for badminton education: Development and evaluation of a learning application

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...

N. Gazali, Ahmad Rahmadani, Romi Cendra et al. · 0 citations
Conference Open access Sep 2026

Student-Developed Podcasts as an Accessible Pedagogical Model for Teaching Rehabilitation Technologies

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 · 0 citations

JUDIKATIF JOURNAL

D. Pararta, Wiguna, Armeria Wijaya et al. · 0 citations

We use cookies to run the site and, with your consent, for analytics and to show ads. See our Cookie Policy.