Litcius/Paper detail

Improving Students’ Literacy and Numeracy Using Mobile Game-Based Learning with Augmented Reality in Chemistry and Biology

Ucu Cahyana, Jack Roland Luhukay, Ika Lestari, Irwanto Irwanto, Jarot S. Suroso

2023International Journal of Interactive Mobile Technologies (iJIM)20 citationsDOIOpen Access PDF

Abstract

The purpose of the current study is to enhance students’ literacy and numeracy using mobile game-based learning with augmented reality (ARGBL) in chemistry and biology. In this quasiexperimental design, 714 10th and 11th grade students from five high schools in Indonesia were recruited as participants. To gather the data, the Chemical Literacy and Numeracy Test (C-LNT) and the Biological Literacy and Numeracy Test (B-LNT) were administered to the treatment and control group (CG) students. Quantitative data were then analyzed using descriptive statistics and t-tests. The results highlighted that the treatment group students who were instructed using ARGBL had higher literacy and numeracy scores than the comparison group students who were taught using PowerPoint (PPT) slides. This indicates that ARGBL is effective in promoting literacy and numeracy among high school students in chemistry and biology. Thus, we suggest teachers apply ARGBL to elevate students’ literacy and numeracy to a satisfactory level.

Topics & Concepts

NumeracyLiteracyMathematics educationTest (biology)Descriptive statisticsPsychologyMedical educationComputer scienceMathematicsPedagogyMedicineBiologyStatisticsPaleontologyEducational Methods and Media UseMathematics Education and PedagogyVaried Academic Research Topics