Main Article Content
Abstract
In the context of global secondary education, rapid technological advancements have revolutionized learning environments. Educators are increasingly integrating immersive and interactive tools to better engage digital-native students. Augmented Reality (AR), when combined with gamified learning platforms, has shown great potential to boost student participation and comprehension. This study aims to analyze and compare the learning needs of Madrasah Tsanawiyah (MTs), including Islamic boarding schools, and Junior High School (JHS) students regarding AR-based digital learning materials integrated with the Quizizz platform. Using a descriptive quantitative design, the study employed data triangulation through questionnaires, classroom observations, and interviews to obtain a comprehensive view of students’ needs and preferences. The results indicate that both MTs and JHS students share similar needs for AR-based learning materials, particularly in interactive visualization, immediate feedback, and gamification features, although differences were found in specific interaction and feedback preferences. In conclusion, integrating AR technology with Quizizz can create more engaging and adaptive learning environments for secondary students. The study implies that Islamic education institutions can effectively adopt AR-based digital learning to support active learning, strengthen student engagement, and align instructional practices with contemporary technological developments.
Keywords
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References
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References
Abdinejad, M., Talaie, B., Qorbani, H. S., & Dalili, S. (2021). Student perceptions using augmented reality and 3D visualization technologies in chemistry education. Journal of Science Education and Technology, 30(1), 87-96. https://doi.org/10.1007/s10956-020-09880-2
Andriyandi, A. P., Darmalaksana, W., Maylawati, D. S. A., Irwansyah, F. S., Mantoro, T., & Ramdhani, M. A. (2020). Augmented reality using features accelerated segment test for learning tajweed. TELKOMNIKA (Telecommunication Computing Electronics and Control), 18(1), 208-216. http://doi.org/10.12928/telkomnika.v18i1.14750
Angraini, L. M., Kusuma, D. A., Wahyuni, R., Noto, M. S., Wahyuni, A., Susilawati, A., et al. (2025). Augmented reality (AR) for geometry based on prior mathematical knowledge. Journal of Engineering Science and Technology, Special Issue ISCoE2024, 20(2), 182-189. Retrieved from https://jestec.taylors.edu.my/Special%20Issue%20ISCoE%202024_3.htm
Angraini, L. M., Alzaber, A., Sari, D. P., Yolanda, F., & Muhammad, I. (2022). Improving mathematical critical thinking ability through augmented reality based learning. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 11(4), 3533-3544. https://doi.org/10.24127/ajpm.v11i4.5968
Angraini, L. M., Susilawati, A., Noto, M. S., Wahyuni, R., & Andrian, D. (2024). Augmented reality for cultivating computational thinking skills in mathematics completed with literature review, bibliometrics, and experiments for students. Indonesian Journal of Science and Technology, 9(1), 225-260. https://doi.org/10.17509/ijost.v9i1.67258
Angraini, L. M., Yolanda, F., & Muhammad, I. (2023). Augmented reality: The improvement of computational thinking based on students' initial mathematical ability. International Journal of Instruction, 16(3), 1033-1054. https://doi.org/10.29333/iji.2023.16355a
Angraini, L. M., Noto, M. S., & Muhammad, I. (2024). Augmented reality based learning media on mathematical computational thinking ability. International Journal of Science, Mathematics and Technology Learning, 31(2), 89-118. https://doi.org/10.18848/2327-7971/CGP/v31i02/89-118
Arici, F., Yildirim, P., Caliklar, Ş., & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers and Education, 142, 103647. https://doi.org/10.1016/j.compedu.2019.103647
Aslan, D., Dağaynası, S., & Ceylan, M. (2024). Technology and geometry: Fostering young children’s geometrical concepts through a research based robotic coding program. Education and Information Technologies, 29(17), 22699-22721. https://doi.org/10.1007/s10639-024-12747-3
Al-Alwani, A. J., & Alzahrani, S. M. (2020). Integrating blended learning in teaching STEM subjects in Islamic schools: Challenges and opportunities. International Journal of Islamic Education, 8(2), 215–233. https://doi.org/10.18326/ijie.v8i2.215-233
Alsolami, B., Khoja, S., & Albusalah, H. (2022). Ethical implications of artificial intelligence in Islamic education: A conceptual framework. International Journal of Islamic Educational Technology, 2(1), 1–15. https://doi.org/10.18196/ijiet.v2i1.11432
Aisyah, N., Susanti, E., Meryansumayeka, M., Siswono, T. Y. E., & Maat, S. M. (2023). Proving geometry theorems: Student prospective teachers’ perseverance and mathematical reasoning. Infinity Journal, 12(2), 377–392. https://doi.org/10.22460/infinity.v12i2.p377-392
Arifin, A. M., Pujiastuti, H., and Sudiana, R. (2020). Pengembangan media pembelajaran STEM dengan augmented reality untuk meningkatkan kemampuan spasial matematis siswa [Development of STEM learning media with augmented reality to improve students' mathematical spatial abilities]. Jurnal Riset Pendidikan Matematika, 7(1), 59–73. https://doi.org/10.21831/jrpm.v7i1.32135
Bedewy, S. E., Choi, K., Lavicza, Z., Fenyvesi, K., & Houghton, T. (2021). STEAM practices to explore ancient architectures using augmented reality and 3D printing with GeoGebra. Open Education Studies, 3(1), 176–187. https://doi.org/10.1515/edu-2020-0150
Bedewy, S. E., Lavicza, Z., Haas, B., & Lieban, D. (2022). A STEAM practice approach to integrate architecture, culture and history to facilitate mathematical problem-solving. Education Sciences, 12(1), 9. https://doi.org/10.3390/educsci12010009
Bacca, J., Baldiris, S., & Fabregat, R. (2018). Insights into the factors influencing student motivation in augmented reality learning experiences in vocational education and training. Frontiers in Psychology, 9, 1486. https://doi.org/10.3389/fpsyg.2018.01486
Belda-Medina, J., & Calvo-Ferrer, J. R. (2022). Integrating augmented reality in language learning: Pre-service teachers’ digital competence and attitudes through the TPACK framework. Education and Information Technologies, 27(9), 12123–12146. https://doi.org/10.1007/s10639-022-11123-3
Buchner, J., Buntins, K., & Kerres, M. (2022). The impact of augmented reality on cognitive load and performance: A systematic review. Journal of Computer Assisted Learning, 38(1), 285-303. https://doi.org/10.1111/jcal.12617
Buchner, J., & Kerres, M. (2021). Students as designers of augmented reality: Impact on learning and motivation in computer science. Multimodal Technologies and Interaction, 5(8), 41. https://doi.org/10.3390/mti5080041
Buraimoh, O.F., Boor, C.H.M., & Aladesusi, G.A. (2023). Examining facilitating condition and social influence as determinants of secondary school teachers’ behavioural intention to use mobile technologies for instruction. Indonesian Journal of Educational Research and Technology, 3(1), 25-34. https://doi.org/10.17509/ijert.v3i1.44720
Challenor, J., & Ma, M. (2019). A review of augmented reality applications for history education and heritage visualisation. Multimodal Technologies and Interaction, 3(2), 39. https://doi.org/10.3390/mti3020039
Chiu, J. L., Dejaegher, C. J., & Chao, J. (2015). The effects of augmented virtual science laboratories on middle school students’ understanding of gas properties. Computers and Education, 85, 59-73. https://doi.org/10.1016/j.compedu.2015.02.007
Chen, C., Chou, Y.-Y., & Huang, C.-Y. (2016). An augmented-reality-based concept map to support mobile learning for science. Asia-Pacific Education Researcher, 25, 567–578. https://doi.org/10.1007/s40299-016-0284-3
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain A critical review. International Journal of Educational Technology in Higher Education, 14(9), 1-36. https://doi.org/10.1186/s41239-017-0042-5
Dichev, C., Dicheva, D., & Irwin, K. (2020). Gamifying learning for learners. International Journal of Educational Technology in Higher Education, 17(1), 1-14. https://doi.org/10.1186/s41239-020-00231-0
Doukianou, S., Daylamani-Zad, D., & O’Loingsigh, K. (2021). Implementing an augmented reality and animated infographics application for presentations: Effect on audience engagement and efficacy of communication. Multimedia Tools and Applications, 80(20), 30969-30991. https://doi.org/10.1007/s11042-021-10963-4
Fadillah, I.N., & Maryanti, R. (2021). Application of learning videos and quizizz in increasing students’ interest in learning English in middle schools. Indonesian Journal of Multidiciplinary Research, 1(2), 329-336. https://doi.org/10.17509/ijomr.v1i2.37853
Farokhah, L., Herman, T., Wahyudin, W., Khasanah, L.A.I.U., Zulfadhli, M., Abidin, Z., Huda, M.M., & Ariffiando, N.F. (2025). How to teach fraction for empowering student mathematics literacy: Definition, bibliometric, and application using digital module. ASEAN Journal of Science and Engineering, 5(1), 77-102. https://doi.org/10.17509/ajse.v5i1.80940
Irwansyah, F. S., Ramdani, I., & Farida, I. (2017). The development of an Augmented Reality (AR) technology-based learning media in metal structure concept Ideas for 21st century education. AES 2016 Taylor & Francis Group, London. https://doi.org/10.1201/9781315166575-56
Fiandini, M., Nandiyanto, A.B.D., & Kurniawan, T. (2023). Bibliometric analysis of research trends in conceptual understanding and sustainability awareness through artificial intelligence (AI) and digital learning media. Indonesian Journal of Multidiciplinary Research, 3(2), 477-486. https://doi.org/10.17509/ijomr.v3i2.77343
Gargrish, S., Kaur, D. P., Mantri, A., Singh, G., & Sharma, B. (2021). Measuring effectiveness of augmented reality based geometry learning assistant on memory retention abilities of the students in 3D geometry. Computer Applications in Engineering Education, 29(6), 1811-1824. https://doi.org/10.1002/cae.22424
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 23(4), 447-459. https://doi.org/10.1007/s10055-019-00379-9
Garcia, M. B. (2020). Augmented reality in history education: An immersive storytelling of American colonisation period in the Philippines. International Journal of Learning Technology, 15(3), 234. https://doi.org/10.1504/IJLT.2020.112170
Georgiou, Y., & Kyza, E. A. (2021). Bridging narrative and locality in mobile based augmented reality educational activities: Effects of semantic coupling on students’ immersion and learning gains. International Journal of Human Computer Studies, 145, 102546. https://doi.org/10.1016/j.ijhcs.2020.102546
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