PENGEMBANGAN PROTOTIPE APLIKASI AUGMENTED REALITY PERMAINAN HURUF ACAK SEBAGAI MEDIA PEMBELAJARAN KOSAKATA BAHASA INGGRIS

    Davin Fausta Putra Sanjaya, - and Munir, - and Yudi Ahmad Hambali, - (2025) PENGEMBANGAN PROTOTIPE APLIKASI AUGMENTED REALITY PERMAINAN HURUF ACAK SEBAGAI MEDIA PEMBELAJARAN KOSAKATA BAHASA INGGRIS. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Augmented Reality (AR) telah menunjukkan kelayakan dan potensi yang tinggi untuk dimanfaatkan dalam pembelajaran bahasa, khususnya pada penguasaan kosakata bahasa Inggris. Teknologi ini mampu menghadirkan pengalaman belajar yang lebih interaktif, kontekstual, dan imersif dibandingkan metode konvensional. Berdasarkan potensi tersebut, penelitian ini mengembangkan prototipe purwarupa (proof of concept) aplikasi permainan huruf acak berbasis AR sebagai media pembelajaran kosakata bahasa Inggris. Pengembangan dilakukan dengan kerangka Short Game Development Life Cycle (Short-GDLC) yang disesuaikan dengan konteks penelitian, mencakup tahap pra-produksi, produksi, pengujian, dan publikasi. Prototipe dibangun menggunakan game engine Unity serta aset eksternal berlisensi bebas, dengan mekanik permainan berupa pengumpulan huruf dan penyusunan kata. Hasil pengujian yang meliputi black-box testing, uji kesesuaian tampilan lintas perangkat Android, dan kuesioner System Usability Scale (SUS) menunjukkan bahwa aplikasi berjalan sesuai rancangan dan dapat digunakan sebagai bukti konsep pemanfaatan AR dalam pembelajaran kosakata. Penelitian ini menegaskan bahwa AR berpotensi untuk memperkaya media pembelajaran interaktif, meski pengembangan lanjutan masih diperlukan Augmented Reality (AR) has demonstrated strong feasibility and potential for language learning, particularly in supporting English vocabulary acquisition. This technology enables a more interactive, contextual, and immersive learning experience compared to conventional methods. Based on this potential, this study developed a proof-of-concept prototype of an AR-based scrambled letters game as a medium for English vocabulary learning. The development process followed the Short Game Development Life Cycle (Short-GDLC), adapted to the scope of this research, which included pre-production, production, testing, and a publication stage. The prototype was built using the Unity game engine and freely licensed external assets, featuring core mechanics such as letter collection and word assembly. Testing, consisting of black-box testing, cross-device screen fit evaluation on Android, and the System Usability Scale (SUS) questionnaire, indicated that the application performed as designed and served as a valid proof of concept for utilizing AR in vocabulary learning. This study reaffirms AR’s potential to enrich interactive learning media, while highlighting the need for further development.

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    Official URL: https://repository.upi.edu/
    Item Type: Thesis (S1)
    Additional Information: https://scholar.google.com/citations?user=6WzJkCUAAAAJ&hl=en ID Sinta Dosen Pembimbing: Munir: 5974517 Yudi Ahmad Hambali: 6745712
    Uncontrolled Keywords: Augmented Reality, Permainan Edukasi, Permainan Huruf Acak, Kosakata Bahasa Inggris, GDLC Augmented Reality, Educational Game, Jumbled Letters Game, English Vocabulary, GDLC
    Subjects: L Education > L Education (General)
    Q Science > QA Mathematics > QA75 Electronic computers. Computer science
    Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Ilmu Komputer
    Depositing User: Davin Fausta Putra Sanjaya
    Date Deposited: 02 Jan 2026 07:38
    Last Modified: 02 Jan 2026 07:38
    URI: http://repository.upi.edu/id/eprint/146010

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