Development of Augmented Reality Based Learning Applications in
Introducing Types of Animals after the Covid-19 Pandemic
Andy Rachman
1a
, Sulistyowati
2b
, Rachman Arief
2c
, Nanang Fakhrur Rozi
1d
,
Zakky Fatahilah Hasan
1e
, Ach. Khafid Salim
1
, Mohadi
1
, Yusuf Effendi
1
,
Marsetya Aditia Arifiandi
1
and Ahmad Hafid Holy Saputra
1
1
Departement of Informatics Engineering, Institut Teknologi Adhi Tama Surabaya,
Jl. Arief Rachman Hakim 100, Surabaya, East Java, Indonesia
2
Departement of Information Systems, Institut Teknologi Adhi Tama Surabaya,
Jl. Arief Rachman Hakim 100, Surabaya, East Java, Indonesia
Keywords: Augmented Reality, Learning Applications, Software Engineering, Covic-19, Extreme Programming.
Abstract: Augmented Reality is a trending topic in the industrial era 4.0, utilized in all areas of society. The existence
of Augmented Reality is currently a major requirement for companies, hospitals, and even in the field of
education. The COVID-19 pandemic has changed learning methods in Indonesia from face-to-face learning
to information technology-based learning. During the COVID-19 pandemic, the learning process was carried
out online (online) to break the spread of the COVID-19 virus. This condition causes the education sector to
think hard about delivering existing material so students can better understand the material. One way that can
be done is to develop game-based learning applications. Researchers develop learning applications based on
augmented Reality to introduce animals based on augmented Reality using extreme programming models.
The application has been implemented and tested by 54 students with a score of 85.3% based on the usability
factor of ISO 9126-3, which means that the application is very useful for Ribath Darut Tauhid madrasah
students in studying animal introduction material. Learning applications have been applied to Islamic
elementary schools. From the results of the pre-test and post-test, it was found that the application was able
to improve students' abilities between 13% and 75%.
1 INTRODUCTION
The development of information and communication
technology is currently developing very rapidly
(Tanaamah & Indira, 2021). At the same time,
people's lives have changed from traditional to digital
with the use of information and communication
technology in everyday life (Nugroho et al., 2021).
Innovation is the key to the digital globalization of
information and communication technology (Zhu et
al., 2023). Information and communication
technology support in people's lives can be found on
computers, mobile devices, robots, and even virtual
Reality or augmented Reality. Its use can be seen in
a
https://orcid.org/0000-0002-2328-9367
b
https://orcid.org/0000-0003-2185-6388
c
https://orcid.org/0000-0003-0265-8773
d
https://orcid.org/0000-0002-2328-9367
e
https://orcid.org/0009-0001-4232-8448
industrial education (Grossard et al., 2023).
Collaboration between developers and end-users is
required in the utilization and development of
information and communication technology (Longo
et al., 2023).
Augmented Reality is a trending topic in the
industrial era 4.0, utilized in all areas of society.
Augmented Reality is currently a major requirement
for sales companies (Rauschnabel et al., 2022),
hospitals, agriculture, and even in education. Caudell
and Mizell first introduced the initial concept of
Augmented Reality in 1992 (Liao, 2016), for more
than 60 years, Augmented Reality (AR) has
experienced its journey where AR allows the creation
Rachman, A., Sulistyowati, ., Arief, R., Rozi, N., Hasan, Z., Salim, A., Mohadi, ., Effendi, Y., Arifiandi, M. and Saputra, A.
Development of Augmented Reality Based Learning Applications in Introducing Types of Animals after the Covid-19 Pandemic.
DOI: 10.5220/0012107700003680
In Proceedings of the 4th International Conference on Advanced Engineering and Technology (ICATECH 2023), pages 9-16
ISBN: 978-989-758-663-7; ISSN: 2975-948X
Copyright
c
2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
9
of objects that cover physical objects in real-time (De
Lima et al., 2022). Augmented Reality allows users
to see 3D objects using a smartphone device.
Augmented reality technology is one of the
innovations in computer vision that can improve user
perception and interaction with the real world
(Andayani et al., 2020). Augmented Reality is one of
the most advanced technologies in the virtual world,
which is very effectively used in the learning process.
Augmented Reality can be utilized in formal and non-
formal education (Rusli et al., 2023).
The COVID-19 virus is a virus that attacks human
respiration and spreads very quickly between humans
(Rachman, 2021). COVID-19 stands for Coronavirus
Disease 2019, which attacked humans for the first
time at the end of 2019 in Wuhan, China (Putri et al.,
2023). Officially the COVID-19 virus attack was
declared a pandemic by the World Health
Organization (WHO) in March 2020 (Shobe et al.,
2023). The COVID-19 attack caused the Indonesian
state to impose Large-Scale Social Restrictions
(PSBB) (Anugerah et al., 2021). The implementation
of the PSBB has affected all activities by reducing
gatherings and maintaining distance between people
(Pontoh et al., 2021). One affected is the education
sector, where the teaching and learning process
cannot be carried out face-to-face (offline) but must
be done online (Aziz et al., 2022).
Madrasah Ibtidaiyah (MI) Ribath Darut Tauhid is
one of the Islamic schools on Jl. Nambangan Perak
89, Surabaya, East Java. MI is a school equivalent to
Elementary School. In its learning process, MI Ribath
Darut Tauhid still uses the traditional (face-to-face)
learning model. When the implementation of PSBB
MI Ribath Darut Tauhid experienced difficulties
delivering material online, one of the materials was
an animal introduction for class III students. Teachers
have difficulty conveying material with online
teaching conditions and knowing children's ability to
receive the material.
The researcher developed an animal recognition
learning application based on augmented reality from
the problems above.
2 METHOD
In this study, we focused on developing an augmented
reality-based animal recognition application for grade
III elementary school children. The research
methodology that we have developed is as shown in
figure 1, where there are five methods that the
researchers carried out, namely Idea Validation using
Merapi Analysis Framework (MAF), Pre-Test,
Application Development using Extreme
Programming model, Post-Test, and the last step is
the Application Feasibility Test using ISO 9126-3 for
Usability Factor.
Figure 1: Design research methodology augmented reality.
2.1 Idea Validation Using MAF
Researchers use Idea Validation to determine whether
a research idea can be implemented. Researchers
carried out idea validation using the Merapi Analysis
Framework (MAF). There are four steps taken: Idea
Generation, Idea Validation, Literature Study, and
Survey. In idea generation activities, researchers put
forward ideas that are used in research, namely:
1. During this pandemic, schools had difficulty
carrying out the teaching and learning process
online.
2. During the COVID-19 era, it is certain that
every student has a smartphone that can be used
to access learning materials and access the
internet.
3. What if we develop a learning application based
on augmented reality with the advantage being
that the material is delivered in 3D.
After the idea generation activity, the researcher
proceeded to the second step by carrying out the idea
validation activity. In this activity, the researcher
ascertains whether the research plan can be carried
out by looking at the target users or the target users of
the research. In this case, the application users are
elementary school students. Literature study is the
next step in MAF. The researcher conducted a
literature study on the material discussed in this
activity. The study relates to engine literature,
programming languages, and game development
tools. Besides that, the next literature collected is on
application development models in software
engineering. The fourth step in MAF is Survey.
Researchers surveyed according to the available
material by visiting several schools that application
developers targeted. Researchers surveyed 5
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10
elementary schools or equivalent. Of the five schools
targeted, two schools are interested in becoming
partners in developing augmented reality
applications. From the two schools, it turned out that
the one who was pleased with the research topic was
Madrasah Ibtidaiyah Ribath Darut Tauhid.
2.2 Pre-Test
The Pre-Test is an activity carried out by researchers
to get students' abilities about the material developed
by researchers, namely about animal recognition.
Table 1: Instrument pre-test development of educational
game.
NO QUESTION
1 What senses does the Sumatran tiger have?
2 What do iguanas eat?
3 Whale belongs to what class of animal?
4 What cats don't eat is?
5 What are the characteristics of birds?
6 Where is the giraffe's original habitat?
7 How many tusks are there in an elephant?
8
What kind of animal is in the picture
b
eside?
9 What is cowhide usually used for?
10 Goats are animals that produce?
2.3 Application Development
In the application development section, researchers
use the extreme programming model. The Extreme
Programming model has five major activities:
Planning, Design, Coding, Test, and Release. At the
Planning stage, the researcher met with the school to
discuss the application developed through user stories
to get user needs. The researcher carried out the
design stage in connection with the prototype of the
augmented reality application, which was developed
according to its main purpose. The third stage is
Coding. This stage aims to realize the application
designed as a prototype in the design section. The
fourth stage is Testing; in this stage, the researcher
tests the software from the smallest parts (units),
which produce tests that the customer can accept.
These four stages are repeated until the application
results meet the user story's needs. When finished,
then enter the application release stage.
Figure 2: Extreme programming for developing augmented
reality.
2.4 Post-Test
The Post-Test stage is the stage where the end-users
of the target users are tested concerning the existing
material. The Post-Test Mater is the same as the
material in the Pre-Test. Still, the difference is that the
Post-Test Activities are carried out after the end user
uses the application. In contrast, the pre-test students
do not use the application because the application has
not been developed. A good result is whether the
value obtained is better results or the same as the pre-
test.
2.5 Application Feasibility Test
The Application Feasibility Test was carried out by
researchers using the Usability Factor from ISO
9126-3, where there are five sub-factors assessed:
understandability, learnability, operability,
attractiveness, and usability compliance. The
feasibility test process is carried out by sending
questionnaires to application users. Applications are
rated for each sub-factor by users from 1 to 5 on a
Likert scale.
3 RESULT AND DISCUSSION
3.1 Result
This research uses the MAF framework and the
Extreme Programming application development
model to develop an augmented reality-based animal
recognition learning application.
3.2 Target User
Based on the MAF stages, the target users of the
animal recognition learning application are class III
students from Madrasah Ibtidaiyah Ribath Daruth
Development of Augmented Reality Based Learning Applications in Introducing Types of Animals after the Covid-19 Pandemic
11
Tauhid. There are two classes III which are the target
users, namely Class 3A and Class 3B. This study's
total number of users was 54, with details: of 27
students in Class 3A and 27 students in Class 3B.
3.3 Educational Game Application
The educational game application developed by
researchers uses the Extreme Programming model.
3.3.1 Stage 1 – Planning
At the planning stage, the researcher carried out four
actions, namely carrying out four activities, namely,
user stories, values, acceptance test criteria, and
iteration plan.
3.3.2 User Stories
In the user stories section, the researcher interviewed
third-grade students regarding the expectations of
students as users. From the results of these interviews,
it was found that there were 9 wishes of class III
students regarding the animal introduction
augmented reality educational game, as shown in
Table 2.
Table 2: User stories educational game introduction to
animals.
CODE USER STORIES
US1
As a student, I want to enjoy an interesting
look at augmented reality games
US2
As a student, I can see the diversity of
animals in augmented reality games
US3
As a student, I can learn by playing
au
g
mented realit
y
g
ames
US4
As a student, I can interact and control
animal characters in augmented reality
g
ames
US5
As a student, I want augmented reality
games to be able to display interesting
gamepla
y
US6
As a student, I want an augmented reality
game to be able to distinguish between
different types of animals
US7
As a student, I want an augmented reality
game to be able to replace Indonesian or
En
g
lish
US8
As a student, I want an augmented reality
game to be able to clearly display animal
descri
p
tions
US9
As a student, I want augmented reality
games to make it easier for players to
answer
q
uiz
q
uestions.
3.3.3 Value
In this section, the researcher communicates with the
teacher as a team of material experts regarding the
application features developed by the researcher.
Application features prioritized in application
development according to user stories are in the order
CODE US3, US6, and US8 get the highest priority.
Namely, a value of 5 means the most priority. CODE
US1, US2, and US5 get high priority, which is worth
4, meaning it takes precedence. For CODE US4, US7,
and US9, they get a fairly high priority, namely a
value of 3 means that it must be considered.
3.3.4 Acceptance Test Criteria
Acceptance Test Criteria are the criteria used for test
acceptance concerning existing user stories. The
Acceptance Test Criteria referred to are in table 3.
Table 3. Acceptance test criteria in animal introduction
educational game user stories.
CODE ACCPTANCE TEST CRITERIA
US1
Games must be able to provide an attractive
and colorful display
US2
Games must contain a variety of animals that
can be played and introduced to students
US3
Games must be able to contain a wide
variety of animals, food, sounds, and
ictures of animals
US4 Games can move animals or control animals
US5
Games can display animal images, text
information about animals, and animal audio
US6
Game gives players choose the type of
animal
US7 The game has a language switching feature
US8
Games can provide information about
animals
US9
Games provide guides, information, tutorials
about quizzes.
3.3.5 Iteration Plan
The researcher divides application development
activities into two iteration plans in this section. The
first iteration focuses on system development for
developers and teachers, and the second iteration is
ICATECH 2023 - International Conference on Advanced Engineering and Technology
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on system development for students, as shown in
figure 3.
Figure 3: Iteration plan development of educational game.
3.3.6 Stage 2 – Design
At the design stage the researcher carried out two
main activities namely Simple Design and CRC
Cards, and Spike Solution and Prototypes.
3.3.7 Simple Design and CRC Cards
Researchers carry out the application design process
in the simple design section by developing
application features. For this reason, the researcher
used a case diagram to develop an augmented reality-
based animal recognition educational game
application.
Figure 4: Use Case Diagram Educational Game Introducing
Types of Animals.
Figure 4 shows that the teacher and developer
features become one level of importance before
researchers develop features for students. The student
feature is the biggest part of existing user stories—
armed with user stories that have been evaluated,
interesting learning features formed for third-grade
students.
Researchers assign responsibilities to each team in the
CRC Card (Class, Responsibilities, and
Collaboration) section. There are ten researchers with
a division of responsibilities, as shown in Table 4.
There are four job functions in the research, namely
game design and development (CRC1), application
system design (CRC2), game tester (CRC3), and
quality control (CRC4). The highest number of teams
and game testers are in game design and development
(figure 5)
Table 4: CRC card educational game introducing of types
of animals.
ID NAME CODE
CRC
JOB
DESCRIPTIO
N
TI1
Andy
Rachman
CRC1
Game Design
and
Develo
p
ment
TI2 Sulistyowati CRC2
Application
System Design
TI3
Rachman
Arief
CRC3 Game Tester
TI4
Nanang
Fakhrur Rozi
CRC4 Quality Control
TI5
Zakky
Fatahilah
Hasan
CRC1
Game Design
and
Development
TI6
Ach. Khafid
Salim
CRC2
Application
System Design
TI7 Mohadi CRC1
Game Design
and
Develo
p
ment
TI8 Yusuf Effendi CRC4 Quality Control
TI9
Marsetya
Aditia
Arifiandi
CRC3 Game Tester
TI10
Ahmad Hafid
Hol
y
Sa
p
utra
CRC3 Game Tester
Figure 5: Team number of development educational game
introducing of animal types.
Development of Augmented Reality Based Learning Applications in Introducing Types of Animals after the Covid-19 Pandemic
13
3.3.8 Spike Solution and Prototypes
In the spike solution and prototypes section, the
researcher developed an augmented reality prototype.
In the development of augmented reality games,
researchers divide it into seven main sections: the
splash screen, main menu, choose the animal menu,
quizzes menu, guess the sound, types of animals, and
setting menu
Table 5. Spike Solution and Prototypes of Educational
Game Introducing of Types Animals.
BOARD PROTOTYPE FUNCTION
Splash
Screen
Splash
Screen
Game
Main
Menu
Main Menu
Game
Augmented
Reality
Choose
The
Animal
Menu
Choose The
Animal
Quizzes
Menu
Quizzess
Game
Augmented
Reality
Guess
The
Sound
Guess The
Sound Game
Augmented
Reality
Setting
Setting
Game
Augmented
Reality
3.3.9 Stage 3 – Coding
In this section, the researcher is coding an educational
game application using the C# language. The game
engine used is UNITY. In application development,
the markers used by researchers are of the Marker
Based Tracking type. The tool used to map markers
are the Vuforia SDK. TI1, TI5, and TI7 in pair
programming generated the program code.
3.3.10 Stage 4 – Test
At this stage, the researcher conducted the software
testing process using black box testing. In general,
five components are tested, and 22 test scenarios are
in the testing phase.
Table 6. Black Box Testing Educational Game Introducing
of Types Animals.
No Component
Test
Scenario
Succeed Failed
1
Main
Menu
4 4 0
2
Choose
Animal
Menu
4 4 0
3 Quizzes 6 6 0
4 Sound 4 4 0
5
Introducing
of Animals
4 4 0
3.3.11 Stage 5 – Release
At this stage, the researcher carried out the
application release process that had been developed.
The researcher carried out the release process after
obtaining approval from the Madrasah Ibtidaiyah
Ribathh Darut Tauhid. At this stage, the researcher
also carried out the implementation process for Class
III students. The results of application development
are shown in figure 6.
Figure 6: Main menu of educational game augmented
reality.
ICATECH 2023 - International Conference on Advanced Engineering and Technology
14
Figure 7: Educational game augmented reality introducing
types of animals.
3.4 Post-Test
Researchers carried out the post-test process by
surveying 54 third-grade students. The purpose of the
Post-Test is to discover students' abilities regarding
animal introduction material where students have
played augmented reality games. After playing the
game for one week, students are given the same exam
questions as during the pre-test, from the post-test
results obtained as shown in Figure 8.
Figure 8. Ability Test Results for Class III Students (Pre-
Test and Post-Test).
From the results of the Post-Test, which were
compared with the results of the Pre-Test, it was
found that the understanding of material about
animals increased between 13% and 75%
3.5 Analysis
The researcher analyzes the applications developed
using ISO 9126-3 for Usability Factors in this section.
There are five sub-factors in the usability factor:
understandability, learnability, operability,
attractiveness, and usability compliance. The total
number of respondents who rated the animal
introduction augmented reality educational game
application was 54 respondents. From the results of
the application feasibility test for the ISO 9126-3
usability factor, 85.30% was obtained. This
application is useful for third-grade students of Ribath
Darut Tauhid. The total results can be seen in the
table.
Table 7: The result of application feasibility assessment
test using iso 9126 usability factors.
USABILITY FACTORS VALUE
Understandability 83.85%
Learnability 85.18%
Operability 84.99%
Attractiveness 86.47%
Usability Compliance 86.04%
Average = 85.31%
4 CONCLUSIONS
From the research results, it can be concluded that
researchers have succeeded in developing an animal
recognition learning game application based on
augmented reality by implementing an extreme
programming model. The application developed
received an assessment of 85.31%, which means that
the application is very useful for third-grade students
of Ribath Darut Tauhid Surabaya. The application has
increased students' abilities by between 13% - 75% in
animal recognition.
ACKNOWLEDGEMENTS
I want to thank YPTS-ITATS, which has supported
all research activities, the Department of Informatics
Engineering, the Faculty of Electrical Engineering
and Information Technology, the Chancellor of
ITATS, and the Vice-Chancellors.
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