Strengthening the Character of Global Diversity through Project Citizen-Based Augmented Reality in Senior High Schools
Main Article Content
Abstract
This study aims to analyze the effectiveness of Augmented Reality (AR) media integrated with the Project Citizen learning model in strengthening the character of global diversity in high school students. The main problems identified are increasing intolerance and low cross-cultural empathy among the younger generation, as well as civics learning which is still dominantly textual and oriented towards Lower Order Thinking Skills (LOTS). This research uses the Research and Development (R&D) method with the ADDIE model. The population was 120 tenth-grade students from a public high school in Bandung, with a sample selected through purposive sampling technique. Data were collected using questionnaires, observation sheets, and documentation. The results showed that the AR-based Project Citizen model is effective in strengthening the character of global diversity, as indicated by a significant increase in character scores in the experimental group compared to the control group (p = 0.000). AR technology facilitates immersive visualization of cultural diversity, while the Project Citizen approach encourages critical thinking and active participation. This study concludes that the combination of AR and Project Citizen is a pedagogical innovation that is adaptive to the digital era.
Downloads
Article Details
Section
How to Cite
References
Abdurohim, N., Abdurrohman, M., Ali, H., & Nazar, R. F. (2023). Implementation of anti-corruption education of the PKn subjects in Project Citizen-based learning. Tafkir: Interdisciplinary Journal of Islamic Education, 4(1), 147-162. https://doi.org/10.31538/tijie.v4i1.373
Adjie, Z. (2024). Development of Augmented Reality (AR)-based Civics learning media to improve global diversity character in junior high school. Jurnal Universitas Negeri Gorontalo, 4(2), 45-58.
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11. https://doi.org/10.1016/j.edurev.2016.11.002
Dahliyana, A., Budimansyah, D., Nurdin, E. S., Suryadi, A., & Cahyati, S. (2024). Project citizen digital: Civic education strengthen the national defense character? Kasetsart Journal of Social Sciences, 45(1), 159-166. https://doi.org/10.34044/j.kjss.2024.45.1.17
Fajrie, N., & Purbasari, I. (2021). Augmented reality media development in early childhood learning system during the Covid-19 pandemic era. Proceedings of the 5th International Conference on Learning Innovation and Quality Education, 1-7. https://doi.org/10.1145/3516875.3516999
Gardner-McTaggart, A., & Palmer, N. (2018). Global citizenship education, technology, and being. Globalisation, Societies and Education, 16(2), 268-281. https://doi.org/10.1080/14767724.2017.1405342
Handayani, M. I., & Wibowo, A. (2022). Project Citizen model in citizenship education and its impact on critical thinking skills for elementary school teacher education students. International Journal of Elementary Education, 6(2), 276-281. https://doi.org/10.23887/ijee.v6i2.46763
Hermawan, I., Inayah, I., Windiarti, R., & Hindrawati, G. (2022). Develop ECE's virtuous character by designing inspirative storybook with Android-based Augmented Reality application. Indonesian Journal of Early Childhood Education Studies, 11(2), 67-75. https://doi.org/10.15294/ijeces.v11i2.61095
Huang, T.-C., Chen, C.-C., & Chou, Y.-W. (2016). Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Computers & Education, 96, 72-82. https://doi.org/10.1016/j.compedu.2016.02.008
Ibáñez, M. B., Di Serio, Á., Villarán, D., & Delgado Kloos, C. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1-13. https://doi.org/10.1016/j.compedu.2013.09.004
Japar, M., Kardiman, Y., Raharjo, Fadhillah, D. N., & Syarifa, S. (2021). Interactive mobile technologies on civic education learning in higher education. International Journal of Interactive Mobile Technologies, 15(3), 84-96. https://doi.org/10.3991/ijim.v15i03.17509
Jayadiputra, E., Mulyasana, D., Saloko, A., & Suparman, O. (2020). Project citizen learning model: Skills of critical thinking and 21st century learning in higher education. Proceedings of the 2nd International Conference on Education (ICE 2019), 663-670. https://doi.org/10.4108/eai.28-9-2019.2291068
Jesionkowska, J., Wild, F., & Deval, Y. (2020). Active learning augmented reality for STEAM education: A case study. Education Sciences, 10(8), 198. https://doi.org/10.3390/educsci10080198
Karakus, M., Ersozlu, A., & Clark, A. C. (2019). Augmented reality research in education: A bibliometric study. EURASIA Journal of Mathematics, Science and Technology Education, 15(10), em1759. https://doi.org/10.29333/ejmste/103904
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice-Hall.
Koutromanos, G., Sofos, A., & Avraamidou, L. (2015). The use of augmented reality games in education: A review of the literature. Educational Media International, 52(4), 253-271. https://doi.org/10.1080/09523987.2015.1125988
Lickona, T. (2013). Educating for character: How our schools can teach respect and responsibility. Bantam Books.
Nugraha, R. A. (2026). Penguatan karakter kebinekaan global pelajar Indonesia melalui penggunaan Augmented Reality berbasis Project Citizen [Dissertation, Universitas Pendidikan Indonesia].
Radu, I. (2014). Augmented reality in education: A meta-review and cross-media analysis. Personal and Ubiquitous Computing, 18, 1533-1543. https://doi.org/10.1007/s00779-013-0747-y
Rafzan, R., Belladonna, A. P., & Saputra, E. (2024). Improving critical thinking skills in civic education based on Project Citizen building awareness of environmental issues. Jurnal Civics: Media Kajian Kewarganegaraan, 21(2), 359-368. https://doi.org/10.21831/jc.v21i2.73198
Rizkyani, M., & Wulandari, I. (2022). Arfedo berbasis Augmented Reality untuk meningkatkan karakter kebhinekaan global dalam mensukseskan Profil Pelajar Pancasila jenjang SD. Social, Humanities, and Educational Studies (SHEs): Conference Series, 5(2), 146-155. https://doi.org/10.20961/shes.v5i2.58325
Windiarti, R., Inayah, I., Hermawan, I., & Aulia, I. R. (2019). Stimulating children's good characters through the use of micro doll-assisted adventure games: An innovation in educational technology. Indonesian Journal of Early Childhood Education Studies, 8(2), 86-91. https://doi.org/10.15294/ijeces.v8i2.34588