Promoting Sustainable Literacy through Technology: Enhancing English Learning in Indonesian Elementary Schools with Augmented Reality and Game-Based Learning
Aprilia Riyana Putri- Nina Sofiana- Muhammad Alie Muzakki- Harminto Mulyo- Naili Rofiqoh-

Universitas Islam Nahdhatul Ulama Jepara


Abstract

Objective: This study aimed to promote sustainable English literacy among Indonesian elementary school students through the integration of Augmented Reality (AR) and Game-Based Learning (GBL) in outdoor learning activities. The research addresses the pressing need for more engaging and accessible English learning tools, particularly in rural and under-resourced areas, to foster equitable education and sustainable literacy development.
Theoretical Framework: This study builds on immersive learning theories that emphasize interactive, real-world applications to improve engagement and retention. By combining AR and GBL, students participate in constructivist learning experiences that are meaningful and enjoyable, fostering a sustainable interest in literacy.
Method: Utilizing a Research and Development approach with the 4D model, this study included 90 teachers and elementary school students across Central Java. Data were gathered via surveys, pre-tests, post-tests, interviews, and classroom observations.
Results and Discussion: Findings showed a substantial increase in vocabulary acquisition and retention, especially in rural schools, where literacy improved by 15.2% compared to 13.8% in urban settings. Teachers noted enhanced engagement and motivation, though infrastructure limitations posed challenges for AR implementation.
Research Implications: These findings underscore AR and GBL^s potential to enhance educational outcomes in low-resource settings, aligning with SDG 4 and SDG 10. Recommendations include expanding teacher training and exploring affordable AR solutions to promote wider adoption in diverse educational contexts.
Originality/Value: This study contributes to sustainable literacy by illustrating AR and GBL^s impact on language education, offering a scalable model for digital tool integration in elementary education across resource-diverse regions. This work highlights immersive technologies^ potential to transform traditional literacy education and support the Sustainable Development Goals.

Keywords: Sustainable literacy- English literacy- Augmented Reality- Game-Based Learning- Educational equity- Elementary education in Indonesia

Topic: Languages Education

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