English Language Teaching Educational Journal ISSN 2621-6485
Vol. 6, No. 1, April 2023, pp. 73-83
https://doi.org/10.12928/eltej.v6i1.6497 http://journal2.uad.ac.id/index.php/eltej/index eltej@pbi.uad.ac.id
Using Augmented Reality technology to improve English
language learning by identifying objects around us
Nafisah Endahati a, 1*, Setia Wardani b,2
a,b Universitas PGRI Yogyakarta, Jln. PGRI I, Sonosewu No 117, Yogyakarta, 55182, Indonesia
1 nafisah@upy.ac.id* ; 2 setia@upy.ac.id
*Corresponding author
A R T I C L E I N F O
Article history
Received 11 January 2023
Revised 16 March 2023
Accepted 15 April 2023
Educators are expected to be aware of information technology
development. However, many teachers have not integrated technology
into teaching strategies. This research aims at developing English
learning media by using Augmented Reality (AR) technology and
analyzed its effectiveness in learning. The researchers employed
Microsoft Solution Framework (MSF) tool to develop the media which
consisted of requirement definition, and system & software design. The
developed media was evaluated through tests to 30 seventh graders of
junior high school. Interview and observation were conducted to know
users’ learning needs. Data was obtained by distributing questionnaires
and quantitatively analyzed. The results showed 1) AR-based English
media has 12 markers which can be downloaded in the application
menu. The application display consisted of pre-elemi nary, marker,
information, and theory pages. The chapter theory included 8 chapters;
2) The mean score of enthusiasm by implementing AR-based media is
27.07, but the score of non-implementing AR-based learning media is
22.33. It can be scientifically stated that AR-based media is effective to
increase students’ enthusiasm in learning English. The AR technology
can potentially be utilized to generate English media in productive
skills. Thus, further studies should be encouraged to investigate the
integration of English material and AR technology in receptive language
skills.
This is an open access article under the CC–BY-SA license.
Keywords
Augmented Reality technology
English learning media
Effectiveness
How to Cite: Endahati, N. and Wardani, S. (2023). Using augmented reality technology to improve
English language learning by identifying objects around us. English Language Teaching
Educational Journal, 6(1), 73-83. https://doi.org/10.12928/eltej.v6i1.6497
1. Introduction
English learning is intended to make students having the ability to: (1) develop communication
competence both oral and written to gain functional literacy; (2) have consciousness on the essence
and importance on English to develop national and global competitiveness; and (3) develop
students’ understanding on the relationship between nations and culture (Syarifuddin, 2017). The
development of students’ potency would be focused on making them able to have the
communicative competence in the interpersonal, transactional and functional texts (Gultom, 2016;
Hargie, 2021). The curriculum puts the priority on scientific approach (observing, questioning,
gathering information, associating and communicating), it is supported by other innovative
approaches such as problem-based learning, cooperative learning, and explorative learning and so
on. Activities in the process of English learning support students to be independent, active in all
processes and cooperative with others.
https://doi.org/10.12928/eltej.v6i1.6497
http://journal2.uad.ac.id/index.php/eltej/index
mailto:nafisah@upy.ac.id*
mailto:setia@upy.ac.id
http://creativecommons.org/licenses/by-sa/4.0/
https://doi.org/10.12928/eltej.v6i1.6497
74 English Language Teaching Educational Journal ISSN 2621-6485
Vol. 6, No. 1, April 2023, pp. 73-83
Endahati, N. and Wardani, S. (Using Augmented Reality technology to improve English language learning…..)
In the syllabus of English learning materials of the seventh graders of junior high school, the
subject matters are people, animal or things around the house and school (Wachidah et al., 2017).
Identifying things around the house, school and public places should be presented well, this is
because the seventh graders are more interested in things if they are displayed with interesting
description or display. Students are more motivated to orally deliver the idea through technology
(Puspitarini & Hanif, 2019). In this case, AR is used to help students describing things around them,
since it is a technology which relates human to machine (Awadh & Shafiull, 2020). Students are
expected to have the abilities to describe, identify, criticize and assess people, animal and things
from the characteristics. Along with the development of technologies, the Augmented Reality (AR)
appears to be one of facilities in the process of teaching and learning at school. The technology of
AR is the direct and indirect perspectives from physical things by adding information that can be
presented virtually. This technology is presented to support the related learning processes
(Czerkawski & Berti, 2021). Technology adopted in the learning media enhances learning outcomes
and quality (Marini et al., 2022).
The purpose of learning English is to develop competence on communication both oral and
written to gain the functional literacy level. The process of it should include all abilities such as
listening, speaking, writing and reading through strategies of language learning. The ability or skill
of speaking will support students to deliver idea and feeling in oral. To achieve that, providing the
learning media which is information and communication technological based can be an alternative.
Research on the role of integrating information technology to learn English has been conducted to
improve productive skills. It is stated that information and technology learning based is more valid,
effective and practical when it is compared to the non-information and technology learning media
based (Endahati & Purwanto, 2016; Tsai et al., 2020). The implementation of information and
technology to the learning processes based on the students’ needs will develop their interest on
English. Media which is integrated with technology is widely implemented in education (Szeto et
al., 2016). This research focuses on developing a media of English by using AR technology to
describe things around us. AR technology is adopted in several use of practice since it shows the
correlation between the real physical world and the digital objects (Poretski et al., 2019; MacCallum
& Parsons, 2019). AR means a modern computer-assisted-learning-environment that combines the
observed real-world phenomena with graphically added information or image (Norouzifard et al.,
2023; Norouzifard et al., 2022). It is revealed by many previous research that high-tech learning
based will not bring any significant expectation and goals if that technology does not promote
critical thinking, meaning-making or meta-cognition (Saidin et al., 2014; Alam et al., 2019). It is
expected that Augmented Reality features are able to engage students in learning processes and help
improving their visualization skills.
Augmented reality technology contributes to the ultimate growth of students and supports the
development of student’s critical thinking (Chang & Hwang, 2018; Rafiq & Hashim, 2018). Besides
that, AR technology stimulates pupils to autonomously study the subject matter (Martín-Gutiérrez et
al., 2015; Tarasenko et al., 2021; Quqandi et al., 2023). According to research, using augmented
reality technology in learning materials results in students becoming more motivated and
autonomous (Taskiran, 2019; Wedyan et al., 2022). By providing well-prepared AR teaching
materials, the teaching and learning processes would be better conducted and students may get
various benefits. This AR technology has been mostly applied in higher education settings and
compulsory levels of education for motivating students. Augmented reality technology is adopted to
create media in language learning to achieve the learning participants producing the target language
autonomously (Parmaxi & Demetriou, 2020; Cai et al., 2022; Marrahí-Gómez & Belda-Medina,
2022). In addition to language instruction, AR technology is used in biology and scientific
classrooms (Virata & Castro, 2019; Omurtak & ZEYBEK, 2022; Wang et al., 2023). Students are
encouraged to visualize the subject matter through the visualization provided by the AR technology.
By providing well-prepared AR teaching materials, the teaching and learning processes would be
better conducted and students may get various benefits. However, teachers met challenges to harness
the power of Augmented Reality technology in ways that contribute to the ultimate growth of
students, and that means supporting the development of students’ higher order thinking skills. Many
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obstacles are found in implementing the integration of augmented reality technology in learning.
Barriers to implementing augmented reality technology include limited knowledge, limited learning
design, limited attention, limited time, and minimal facilities and infrastructure (Mekni & Lemieux,
2014; Alalwan et al., 2020). The general population has a fairly low level of acceptability for the use
of augmented reality technologies (Sugiono, 2021). Not everyone, especially educational
professionals, is amenable to integrating augmented reality technology, therefore they feel
embarrassed about doing so. To guarantee the acceptance of AR to the teaching and learning
circumstance, some key points should be carefully considered. They are curriculum, stability of the
interaction, self-learning capability, parents’ involvement, students’ background, platform and social
factors (Lasica et al., 2020; Kırlı & Ozen, 2023). Therefore, it is necessary to consider the
development of each of these aspects.
While the world is undoubtedly changing, we will grow and adapt along with it. In fact, if we
have our way, we will be the ones on the forefront, pushing forward with new innovations and
improvements for teaching and learning. As mentioned above, integration of augmented reality
technology is needed. A study to test the effectiveness of implementing the AR reveals us that
students with adopted AR system have achieved better learning results than those who learned with
the traditional 2D simulation system (Satkowski & Dachselt, 2021). It needs for teachers to provide
positive emotion and reach learning experiences, not just condensed as ‘sightseeing’, to stimulate
students’ active learning (Singer-Brodowski, 2017; Lin et al., 2022). To achieve this, Eco-discovery
AR-based learning system (EDALS) was introduced to improve learning outcomes and needs
among learners (Huang et al., 2016; Mirza et al., 2022). Without a doubt, infrastructure preparation,
curriculum readiness, and active stakeholder involvement assist the integration of technology into
the education area, resulting in more advanced education. The implementation of AR technology in
language learning can improve the learning outcomes of children (Saputri, 2017; Mubaraq et al.,
2018; Rahmawati, 2021). Additionally, technology integrated in English learning is highly
influenced by teachers’ willingness to keep studying and practicing, students’ participation,
interaction frequency and cooperativeness (Habibi et al., 2019; Nugroho & Mutiaraningrum, 2020).
English language teaching is directed to students for encouraging them to produce contextual
language. There are four basic skills in language competence; listening, speaking, writing and
reading. The outcomes of learning English in the Kurikulum Merdeka provide an overview of how
each language skill is integrated with other skills (Agustini, 2023). The involvement of teachers and
students produces good learning collaboration (Anwar et al., 2021; Mora et al., 2020). It is clearly
stated in the curriculum of English lesson that has been nationally implemented; the language skills
are provided and developed integrative. This integrated language fluency development pushes
teachers to change their conventional learning approaches to the ones which are updated and
technology based. The ability to understand texts accurately, provide the language model, maintain
the fluency, provide model or examples, monitor the target language fluency, and provide time to
practice. Texts are better presented through technology integration with teaching media (Christ et
al., 2019). This technological implementation has been proven to develop students’ level of
proficiencies on productive and receptive abilities. As such this Augmented Reality technology,
there have been benefits of its’ implementation to develop students’ achievement on learning.
AR is a novel form of interaction between human and machine which leads to a new experience
and perspective. The prominence of AR is that it creates computer animated objects in the real
perspective. It uses webcam to detect marker that has been previously designed and project the
combination between real and animated objects. The webcam is used as ‘eyes’ from the technology
of AR to detect marker and then process it to generate virtual interaction appears on screen. By
implementing the AR technology in learning, it creates effective learning atmosphere which
provides us the picture of the real world. The essence is it combines real world situation and virtual
objects aims at overcoming problems and understanding learning materials and processes. By
implementing it, students have chance to create own understanding and discuss with classmates the
teaching materials which implementing the AR in the process. Therefore, this research focuses on
the development of English learning media and measures its effectiveness in learning English. The
research questions, then are mentioned as follows.
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Endahati, N. and Wardani, S. (Using Augmented Reality technology to improve English language learning…..)
a. What English learning materials can be developed by using Augmented Reality technology?
b. How can the developed product (English learning media) effectively improve learning
process?
2. Method
2.1. Method of the research
This type of research is survey research which is analytical and descriptive exploratory in
nature. In order to test hypotheses, measurement procedures, the clarity of variables, and data
based on operational variables and data analyzed using statistical tests, a quantitative approach
was used. The effectiveness of using augmented reality technology was assessed using a
checklist with a Likert scale.
2.2. Data collection method
Both primary and secondary data were utilized in this study; primary data came directly from
the source and took the form of respondents' responses to questionnaire questions that covered
various areas of the investigation. The interview with the teacher and school principal was
conducted to find out the student’s needs. Secondary data on the issues in this study were
collected from literature reviews, literary books, journals, and research papers. 32 respondents
from SMP PGRI Bantul, including 30 pupils and 2 teachers, made up the study's sample. A
total of 32 questionnaires were sent, however only 30 respondents could be tabulated since 2
of the questionnaires were incomplete and hence could not be used in the research.
2.3. Data measurement method
To confirm that the study instrument was a precise and dependable measurement tool, validity
(correlation) and reliability tests were conducted. To ascertain the correlation (strength of
association) between study variables or to demonstrate the extent to which a measuring
instrument measures what it wishes to measure, validity (correlation) tests are conducted. If
the significant value is (where = 0.05), then the hypothesis is considered to be valid. The
reliability test, also known as internal consistency reliability, measures how consistent a
measurement result is when evaluating the same aspect and is assessed using the Spearman
method to obtain the r.
2.4. Data analysis method
Multiple regression methods with validity and reliability tests, requirements testing, and
multicollinearity, hiteroscedasticity, and path analysis (path analysis) tests were all used in the
data analysis method that was used to test the proposed hypothesis.
3. Findings and Discussion
The researcher discusses the findings in this part, which are based on questions about the
product development of AR-based English learning media and the efficiency of these materials in
teaching English to junior high school students in the seventh grade.
3.1. The Product of Learning Media Development
There are 2 vital contents in the application of android based learning media using Augmented
Reality technology, they are marker and image display. Marker is an important component in the
application of learning media to study English; it is used to display the objects of Augmented
Reality in every chapter. It is expected that every user who employs learning media of English
lesson to have marker first in which it can be downloaded from the menu of the application. The
application has 12 markers in Chapter 1, 2, 4, and 7. Each of them has 1 marker. Moreover,
Chapter 3 has 3 markers, 2 markers in Chapter 5 and 2 in Chapter 6. Chapter 8 does not have
marker since it presents song for the users. Below is the example of marker in Chapter 3.
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Object representation of a clock
Object representation of sun
Object representation of watch
Figure 1. Markers on Chapter 3
This instructional resource's Chapter 3 contains three markers. These three markers will create
3D representations of wall clocks, watches, and sun-related things. Timing is a key concept
covered in Chapter 3 of the work. As a result, the modeled 3D objects include an element of time.
Additionally, the 3D graphics shown in other chapters are modified to match the underlying ideas
of the subject matter being covered. The items in the home and school are covered in Chapter 5.
The markers listed in Chapter 5 are as follows.
Object representation of
house building
Object representation of
school building
Figure 2. Markers on Chapter 5
The display of the application on this English lesson is presented in the first page as a way for
users. There is picture provided in the left or right side of the first page. There are 4 menu buttons,
they are the button of theory, marker, information and exit. The first button is for connecting the
theory to the chapter. The marker button is for connecting the page marker. The information button
connects the information on the writers. The last one, exit button is for exiting the program. This
application has 8 chapters which helps students to study English from the text books. The theme is
adjusted to the text book. Below is the developed 3D objects:
Table 1. The chapter themes
Chapter Title 3D Object
1 Good Morning, How Are You? 2 students
2 This Is Me A student
3 What Time Is It? A clock, sun and a watch
4 This Is My World Living room
5 It’s A Beautiful Day House and school building
6 We Love What We Do A cat, a doctor and a deer
7 I’m Proud Of Indonesia A student
8 That’s What Friends are Supposed to Do
English teachers created the materials to meet the demands of the students. The most engaging
and contextual learning materials are those that are connected to items or objects the learner is
familiar with. We can get this information from items around your house or at school. The goal of
creating English learning resources is to assist students in honing their speaking abilities. The
created content utilizes 3D technology and is accessed by markers. Students are encouraged to
describe the items they perceive by having access to these objects. Students then refine their
speaking abilities. Using media that is incorporated with technology, student may independently
produce target language. Expressing ideas fluently initiates student’s critical thinking (Iman, 2017).
After accessing to the media, students may engage in conversation, debate, and question-and-
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answer sessions with their peers. The critical thinking skills of the students was strengthened by
this practice. Students in junior high school reach the age when they can start using critical thinking
(Bean & Melzer, 2021). By encouraging discussion and problem-solving, this learning tool can
improve critical thinking of pupils (Asyari et al., 2016; Narmaditya et al., 2018). Each student took
the initiative to solve issues during group discussions.
3.2. Quantitative Data Description
The analysis of product effectiveness is conducted through these hypotheses. The effect of the
Augmented Reality technology based for learning media towards the students’ enthusiasm. Ho:
there is no significant differences on students’ enthusiasm between the classes which are taught by
employing English Lesson media. Ha: There is significant difference on students’ enthusiasm on
using English Lesson media. Before testing hypothesis is over, it needs to conduct pre-requisite
testing, the normality and the homogeneity testing.
3.2.1. Normality testing
The following table is the result of normality testing.
Table 2. Tests of Normality
Media
Kolmogorov-Smirnova Shapiro-Wilk
Statistic Df Sig. Statistic df Sig.
Total non TIK .229 30 .000 .902 30 .009
TIK .185 30 .010 .946 30 .128
a. Lilliefors Significance Correction
Based on the above table, it reveals that the score of Sig. (2-tailed) on the data of students’
enthusiasm using non-English Lesson media has significance < 0,05, so that the Ho is acceptable.
This means the data is not normal distributed. Furthermore, the data of students’ enthusiasm using
English Lesson media application has significant < 0,05, meaning that Ho is acceptable and data is
not normal distributed.
3.2.2. Homogeneity testing
The following table is the result of homogeneity testing
Table 3. Test of Homogeneity of Variances
Total
Levene Statistic df1 df2 Sig.
.683 1 58 .412
Based on the above table, the significant score on students’ enthusiasm is above 0,05, that is
0,412. It can be concluded that in the level of significant 5%, group that is employed in this
research is the homogeny group.
3.2.3. Hypothesis testing
The following table represents the summary on output Mann-Whitney students’ enthusiasm on the
class which implements the English Lesson Application.
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Table 4. Test Statistics
Total
Mann-Whitney U 2.000
Wilcoxon W 467.000
Z -6.678
Asymp. Sig. (2-tailed) .000
Based on the above illustration, it can be revealed that the achievement significant score is
0,000. The score is <0,05 which leads Ho is refused. There is difference between classes which
implements the AR based English Lesson with the one which does not.
3.2.4. Mean testing
Table 5. Report
Total
Media Mean N Std. Deviation
non AR 19.29 30 1.093
AR 26.18 30 1.413
Total 22.73 60 2.695
Based on quantitative descriptive analysis, it can be concluded that mean enthusiasm by
employing AR technology-based for English Lesson media is 26.18. Meanwhile, the score of
enthusiasm by using non–media application English Lesson is 19.29. It can be declared that using
application English Lesson media based on AR is effective to develop students’ enthusiasm to
study and learn English by identifying things around us. We can use talks, question-and-answer
sessions, games, or even writing to identify objects. Students might begin the activity with a
guessing game before moving on to discussing the features of the objects visible in the 3D model.
Students who are passionate on studying tend to be joyful and engaged in all aspects of the
educational process (Anderson, 2016). Bright and energetic facial expressions convey feelings of
excitement. Students concentrate on the subject matter they are learning. The pupils are also
engaged and receptive to the teacher's guidance. They actively participate in responding to
inquiries, expressing ideas, and holding debriefings that are connected to critical thinking
(Cicchino, 2015).
4. Conclusion
This research generates learning media, namely the application of English Lesson, consists of 8
chapters. The display of the application consists of first page, marker page, information page and the
theory page of the chapter. The users can use this media need to download the 12 markers. Mean
enthusiasm by using non-English Lesson media application is 19.29. The score of enthusiasm by
implementing the application of English Lesson is 26.18. It leads to a conclusion that AR is effective
to develop students’ enthusiasm to study things around in English. The findings of this study
demonstrate that augmented reality technology can potentially be utilized to generate teaching
materials for English. The developed learning materials focuses on increasing productive skills.
Thus, further researchers are expected to investigate the effectiveness of integrated English learning
media and AR technology in receptive language skills.
Acknowledgment
Many thanks go to head and officers of LPPM Universitas PGRI Yogyakarta for supporting this
work. Authors also send their appreciation to fellow researchers at Universitas PGRI Yogyakarta
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Endahati, N. and Wardani, S. (Using Augmented Reality technology to improve English language learning…..)
and all participants and parties who were involved in the process of collecting, processing, analyzing
data, and drawing conclusions.
Declarations
Author contribution : The first author was in charge in the entire research project. She
wrote the manuscript, and collected data as well as analyzed
findings. She collaborated with the second author in analyzing
findings on numerical data and drawing the research conclusions and
implications.
Funding statement : The research did not receive any funding.
Conflict of interest
Ethics declaration
:
:
The authors declare no conflict of interest.
The authors state that this research has been conducted in
accordance with research principles and reported in line with
research report regulations. We have obtained permission to collect
data in the field. The authors support the English Language
Teaching Educational Journal (ELTEJ) to improve the quality of the
journal, and maintain academic professionalism.
Additional information : No additional information is available for this paper.
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