Learning History Through Augmented Reality

Main Article Content

Bayu Dirgantoro


History has been adapted as a compulsory subject since 1931 alongside math and science. However, learning history in Indonesia could be a challenge since Indonesia placed in the second lowest of literature behaviour. For the past decades, educators have been implementing the term of in class edutainment and gamification. One of the forms of edutainment could be accomplished by Augmented Reality. This project is conducted to provide an alternative learning tool in history learning, especially for elementary school students who tend to have a negative paradigm that learning history means reading textbooks. In addition, the function of Augmented Reality will be beneficial to students and teachers in order to support multiple learning styles without losing its substance as it is based on the K13 curriculum

Article Details



Hasan, Said Hamid. 2012. Pendidikan Sejarah untuk Memperkuat Pendidikan Karakter . Dalam Jurnal Paramita, Vol. 22, No. 1.

Kementerian Pendidikan Nasional. 2010. Pengembangan Pendidikan Budaya dan Karakter Bangsa. Bahan Pelatihan Penguatan Metodologi Pembelajaran Berdasarkan Nilai- Nilai Budaya untuk Membentuk Daya Saing dan Karakter Bangsa. Jakarta: Badan Penelitian dan Pengembangan Pusat Kurikulum.

Green, Nicole & Reitano, Paul & Dixon, Mary. (2010). Teaching and Learning History in Primary Schools: Pedagogical Shifts, Complexities and Opportunities. International Journal of Learning. 17. 10.18848/1447-9494/CGP/v17i08/47200.

Kasim, Melany. (2008). Model Pembelajaran IPS, (Online), Http: // Wodrpress

Miller, John. (2016) World Literacy: How Countries Rank and Why It Matters. 78 New York: Routledge

Katsaliaki, Korina and Mustafee, Nakonil. (2014). Edutainment for Sustainable Development: A Survey of Games in the Field. Sage

Moore, A.H. Fowler, S. B. And Watson. C.E Active Learning and Technology: Designing Change for Faculty, Students, and Institutions. EDUCAUSE Review, vol. 42, no 5 September/October 2007. pp. 42-61

Billinghurst, Mark & Kato, Hirokazu & Poupyrev, I.. (2001). The MagicBook - Moving seamlessly between reality and virtuality. Computer Graphics and Applications,

Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467. doi:10.1177/1046878102238607

Idris, Fadzilah. (2011). The Role of Education in Shaping Youth’s National Identity. UKM Teaching and Learning Congress 2011

Hakim, Lukmanul. (2017). ANALISIS PERBEDAAN ANTARA KURIKULUM KTSP DAN KURIKULUM 2013. Jurnal Ilmiah Didaktika. 17. 280. 10.22373/jid.v17i2.1644.

Kee, K., Graham, S., Dunae, P., Lutz, J., Large, A., Blondeau, M., & Clare, M. (2009). Towards a theory of good history through gaming. The Canadian Historical Review, 90(2), 303-326. doi:10.1353/can.0.0164

Morgan, E. J. (2013). Virtual worlds: Integrating second life into the history classroom. The History Teacher, 46(4), 548-559. Retrieved from http://www.societyforhistoryeducation. org/ pdfs/A13_Morgan.pdf

Colace, F., De Santo, M. &Pietrosanto, A. (2006). Work in Progress: Bayesian Networks for Edutainment, 36th ASEE/IEEE Frontiers in Education Conference, DOI: 10.1109/ FIE.2006.322573

Pancare, Rachel. "How Do Bright Colors Appeal to Kids?" sciencing.com, https:// sciencing.com/do-bright-colors-appeal-kids-5476948.html. 13 April 2020.

3dTotalPublishing. (2018). Creating Stylized Characters. Exaggerating Shapes, 19

Mambo, Winston dan H. Nurhayati. 1992 Maulana, Ratnaesih. 1997 2008 Munandar, Agus Aris. 1989 2003 (a) 2003 (b) 2004 Makanan dan Pakaian pada Masa Majapahit. Simposium Menyongsong Tujuh Abad Majapahit tanggal 8 September 1992. Mojokerto: Departemen Pendidikan dan Kebudayaan Direktorat Jenderal Kebudayaan. Suaka Peninggalan Sejarah dan Purbakala.