Eksplorasi Penggunaan Augmented Reality (AR) sebagai Media Interaktif dalam Pembelajaran Tata Krama Bahasa Sunda
Abstract
Penelitian ini bertujuan untuk mengeksplorasi kebutuhan penggunaan Augmented Reality (AR) sebagai media pembelajaran interaktif dalam pembelajaran tata krama bahasa Sunda. Berlandaskan teori konstruktivisme, penelitian ini menekankan pentingnya pembelajaran berbasis pengalaman dan interaksi dalam meningkatkan pemahaman siswa terhadap norma sosial dalam budaya Sunda. Metode yang digunakan adalah deskriptif kualitatif dengan teknik pengumpulan data melalui kuesioner, observasi partisipatif, dan wawancara mendalam kepada guru serta siswa dari sepuluh sekolah menengah pertama di wilayah Bandung Raya. Analisis data dilakukan secara tematik menggunakan pendekatan Miles dan Huberman. Hasil penelitian menunjukkan bahwa metode pembelajaran konvensional kurang efektif dalam merepresentasikan situasi sosial secara nyata. AR memiliki potensi besar dalam menghadirkan simulasi pembelajaran yang lebih realistis dan interaktif dengan karakteristik utama berupa simulasi kontekstual, visualisasi realistis, latihan mandiri, serta umpan balik langsung. Namun, tantangan utama dalam implementasi AR terletak pada keterbatasan infrastruktur teknologi dan kesiapan tenaga pendidik. Implikasi penelitian ini menekankan perlunya dukungan infrastruktur dan pelatihan guru agar AR dapat diterapkan secara optimal dalam pembelajaran tata krama bahasa Sunda.
This study aims to explore the need for using Augmented Reality (AR) as an interactive learning medium in Sundanese etiquette education. Based on constructivist theory, this research emphasizes the importance of experience-based and interactive learning in enhancing students’ understanding of social norms in Sundanese culture. The research employs a qualitative descriptive method with data collection techniques including questionnaires, participatory observations, and in-depth interviews with teachers and students from ten junior high schools in the Bandung Raya region. Data analysis was conducted thematically using the Miles and Huberman approach. The findings indicate that conventional teaching methods are ineffective in representing real social situations. AR has great potential in providing more realistic and interactive learning simulations with key characteristics such as contextual simulations, realistic visualization, independent exercises, and real-time feedback. However, the main challenges in implementing AR lie in the limitations of technological infrastructure and the readiness of educators. The study highlights the need for infrastructure support and teacher training to ensure the optimal application of AR in Sundanese etiquette education.Keywords
References
Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations and Trends in Human–Computer Interaction, 8(2-3), 73-272.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-42.
Carolina, Y. D., Wates, S. M. A. N., Progo, K., & Yogyakarta, D. I. (2023). Augmented Reality sebagai Media Pembelajaran Interaktif 3D untuk Meningkatkan Motivasi Belajar Siswa Digital Native. Jurnal Pendidikan Teknologi, 8(1), 10-16.
Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). Sage Publications.
Daft, R. L., & Lengel, R. H. (1986). Organizational information requirements, media richness and structural design. Management Science, 32(5), 554-571.
Dunleavy, M., Dede, C., & Mitchell, R. (2009). Exploring immersive academic and professional learning experiences. Journal of Computing in Higher Education, 21(3), 139-154.
Faturohman, O., Sudrajat, A., & Ghoer, H. F. (2022). Manajemen Kurikulum Pembelajaran Muatan Lokal Bahasa Daerah untuk Meningkatkan Keterampilan Berbahasa Sunda. Jurnal Pendidikan Bahasa, 5(4), 1233-1245.
Gusteti, M. U., Rahmalina, W., Azmi, K., Mulyati, A., Wulandari, S., & Hayati, R. (2023). Penggunaan Augmented Reality dalam Pembelajaran Matematika: Sebuah Analisis Berdasarkan Studi Literatur. Edukatif: Jurnal Ilmu Pendidikan, 5(6), 2735-2747.
Hew, K. F., & Brush, T. (2007). Integrating technology into K-12 teaching and learning: Current knowledge gaps and recommendations for future research. Educational Technology Research and Development, 55(3), 223-252.
Hwang, G. J., & Wu, P. H. (2014). Applications, impacts, and trends of mobile technology-enhanced learning: A review of 2008–2012 publications in selected SSCI journals. Computers & Education, 71, 91-110.
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall.
Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge University Press.
Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook (2nd ed.). Sage Publications.
Nugraha, H. S. (2017). Membangun Karakter Bangsa melalui Penggunaan Tata Krama Bahasa Sunda yang Baik dan Benar. Seminar Internasional IKADBUDI, September, 8.
Piaget, J. (1950). The origins of intelligence in children. W. W. Norton.
Pratama, G. Y., Fatimah, S., & Amelia, R. (2018). The effectiveness of augmented reality for enhancing student motivation in STEM learning. Educational Technology & Society, 21(3), 77-88.
Rahmah, D. L., & Juhriah, E. (2021). Aplikasi Mengenal Bahasa Sunda Berbasis Android dalam Dunia Pendidikan. Jurnal Teknologi Pendidikan, 7(4), 2136-2145.
Rogers, E. M. (2003). Diffusion of innovations (5th ed.). Free Press.
Setiawan, R. H. N., Fatahillah, A. I., Kristiana, A. I., & Adawiyah, R. (2023). Development of Augmented Reality-Based Learning Media for Plane Geometry to Improve Students' Learning Motivation. International Journal of Emerging Technologies in Learning (iJET), 10(2), 70-77.
Sobarna, C. (2007). Bahasa Sunda Sudah di Ambang Pintu Kematiankah?. Makara Human Behavior Studies in Asia, 11(1), 13-17. https://doi.org/10.7454/mssh.v11i1.39
Trismawati, T., Astuti, A. P., Bahri, M. S., Basit, A., Indrati, W., & Putri, F. R. A. (2022). Adaptasi Teknologi Informasi Pembelajaran untuk Meningkatkan Efektifitas Keberhasilan Pembelajaran Daring di SDN Sumber Wetan 1 Probolinggo. Jurnal Abdi Panca Marga, 3(1), 46-50.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
Wang, Q., Ge, X., & Law, N. F. (2020). Exploring the effects of learning analytics on self-regulated learning in the smart learning environment. Educational Technology Research and Development, 68(6), 3175-3194.
DOI: https://doi.org/10.17509/jlb.v16i1.81705
Refbacks
- There are currently no refbacks.
Copyright (c) 2025 LOKABASA

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This work is licensed under Creative Commons Attribution-ShareAlike 4.0 International License.