Perancangan Prototipe Permainan Augemnted Reality Huruf Acak Sebagai Media Pembelajaran Kosakata Bahasa Inggris

  • Davin Fausta Putra Sanjaya Universitas Pendidikan Indonesia
  • Munir Universitas Pendidikan Indonesia
  • Yudi Ahmad Hambali Universitas Pendidikan Indonesia

Abstract

Bahasa Inggris memiliki peran penting dalam pendidikan dan komunikasi global. Namun tingkat profisiensi bahasa Inggris di Indonesia masih relatif rendah. Salah satu fondasi keterampilan berbahasa Inggris yang tingkat penguasanya masih rendah adalah penguasaan kosakata. Kondisi ini mendorong perlunya media pembelajaran alternatif yang lebih menarik dan interaktif. Salah satu pendekatan yang berpotensi adalah penggabungan Game-Based Learning (GBL) dengan teknologi Augmented Reality (AR). Penelitian ini bertujuan mengembangkan dan mengevaluasi prototipe permainan huruf acak berbasis AR sebagai media pembelajaran kosakata bahasa Inggris. Prototipe dikembangkan dengan menerapkan metode Short Game Development Life Cycle (Short-GDLC). Prototipe menerapkan model tiga dimensi sebagai representasi visual kosakata, kotak-kotak huruf virtual yang tersebar di lingkungan sekitar, dan mekanik pengurutan huruf menggunakan perangkat Android. Prototipe dievaluasi menggunakan pengujian kotak-hitam untuk fungsionalitas dan System Usability Scale (SUS) untuk aspek kegunaan. Hasil pengujian menunjukkan bahwa seluruh fungsi inti aplikasi berjalan sesuai dengan rancangan. Evaluasi SUS menghasilkan skor rata-rata 84,75, menunjukkan bahwa prototipe memiliki tingkat kegunaan dan penerimaan pengguna yang positif. Temuan ini mengindikasikan bahwa permainan huruf acak berbasis AR berpotensi menjadi media alternatif yang interaktif dan mudah digunakan untuk mendukung pembelajaran kosakata bahasa Inggris.

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Published
2026-05-04