Design and Validation of AR- Based Learning Tool Integrated with Deep Learning Approach for Secondary EFL Learners
DOI:
https://doi.org/10.51276/edu.v7i1.1606Keywords:
Augmented Reality , Deep Learning , Educational Media , EFL , Vocabulary LearningAbstract
This study designed and validated an Augmented Reality (AR)–based vocabulary learning tool integrating deep learning pedagogy for secondary EFL learners in under-resourced contexts. Using a Research and Development approach within the ADDIE model (Analyze, Design, Develop), the Research collected data from classroom observations, needs-analysis questionnaires, and expert validation by media and subject-matter specialists. An offline-capable mobile AR prototype was developed to address infrastructural constraints and to provide contextualized vocabulary presentation, guided attention, and reflection to support mindful learning, authentic AR visualization for meaningful learning, and interactive quizzes to foster joyful learning. Expert validation indicated high feasibility and validity: media expert mean = 86.67% (very feasible) and Material expert mean = 93.72% (very valid). Collectively, these findings provide robust empirical evidence that the media is pedagogically grounded, technically feasible, and aligned with curriculum objectives. The study contributes a validated instructional design framework that demonstrates how AR can be operationalized to embody mindful, meaningful, and joyful learning principles, offering practical guidance for educators and developers seeking accessible, context-responsive vocabulary-learning solutions in marginalized EFL settings.
Downloads
References
Astriyani, A., Afandi, D. S., Aji, M., Lianasondari, T., & Octaviarani, W. A. (2022). Challenges of Teaching and Learning Speaking in EFL Context. Prosiding Seminar Nasional Pendidikan, 4, 84–90.
Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer.
Cheng, G., & Tsai, C. L. (2019). Challenges of Using Augmented Reality in Education: A Review of Recent Studies. Journal of Educational Computing Research, 57(5), 1227–1253. https://doi.org/10.1177/0735633119836799
Creswell, J. W., & Creswell, J. D. (2018). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (5th ed.). SAGE Publications.
Danaei, D., Salehi, H., & Yunus, M. M. (2020). Augmented Reality in Language Learning: A Systematic Review. Journal of Education and e-Learning Research, 7(2), 131–141. https://doi.org/10.20448/journal.509.2020.72.131.141
Fathoni, A., Setiawan, S., & Mukminatien, N. (2024). Strategies for Teaching English Vocabulary in Indonesian Secondary Schools. TEFLIN Journal, 35(1), 1–18.
Fullan, M., Quinn, J., & McEachen, J. (2018). Deep Learning: Engage the World Change the World. Corwin Press.
Hartini, L. W., & Ratminingsih, N. M. (2024). The Relationship Between Indonesian EFL Learners' Vocabulary Size and Their Reading Comprehension. Journal of English Education, 6(1), 1–12.
Huang, X., Zou, D., Cheng, G., & Xie, H. (2021). A Systematic Review of AR and VR Enhanced Language Learning. Sustainability, 13(9), 4639. https://doi.org/10.3390/su13094639
Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented Reality for STEM Learning: A Systematic Review. Computers & Education, 123, 109–123. https://doi.org/10.1016/j.compedu.2018.05.002
Kurniawan, R., Setiawan, A., & Hasan, F. (2018). English Speaking Proficiency and Vocabulary Obstacles in Coastal Schools of Bengkulu. Jurnal Pendidikan Bahasa Inggris, 9(1), 22–35.
Lai, J. Y., Cheong, K. H., & Zhang, Y. (2021). Impacts of Augmented Reality Apps on First Graders' Motivation and Performance in English Vocabulary Learning. SAGE Open, 11(4), 1–17. https://doi.org/10.1177/21582440211047549
Laoli, A., & Purba, N. (2025). Strategies and Challenges of English Vocabulary Mastery: University Students' Perception and Experience. ELT in Focus, 8(1), 1–14.
Lin, C. J., Chang, C. Y., & Wu, C. H. (2021). Effects of Augmented Reality and Multimedia Presentation on Elementary Students' Vocabulary Learning. Journal of Educational Technology & Society, 24(2), 45–58.
Mayer, R. E. (2021). Multimedia Learning (3rd ed.). Cambridge University Press.
Nation, I. S. P. (2013). Learning Vocabulary in Another Language (2nd ed.). Cambridge University Press.
Pahlevi, H., Nur, R., & Wijayanti, S. (2024). AR-Based English Learning Media for Secondary School Students. Jurnal Teknologi Pembelajaran, 12(1), 66–78.
Parmaxi, A., & Demetriou, A. (2020). Augmented Reality in Language Learning: A Meta-Analysis. Educational Media International, 57(2), 97–115. https://doi.org/10.1080/09523987.2020.1743669
Poedjiastutie, D., Mayaputri, V., & Arifani, Y. (2021). Socio-Cultural Challenges of English Teaching in Remote Areas of Indonesia. TEFLIN Journal, 32(1), 97–116. https://doi.org/10.15639/teflinjournal.v32i1/97-116
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A Systematic Review of Immersive Virtual Reality Applications for Higher Education. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778
Şimşek, A., Özdamar, N., Uysal, Ö., Kobak, K., Berk, C., Kılıçer, T., & Çiğdem, H. (2009). Current Trends in Educational Technology Research in Turkey in the New Millennium. Educational Sciences: Theory & Practice, 9(2), 941–966.
Umar, U., Yuliadi, Y., Hidayatullah, M., Rahman, A., & Hassan, Z. (2025). Augmented Reality for Vocabulary Learning and Speaking Skills of Tourism Employees. JOLLT Journal of Languages and Language Teaching, 13(2), 661–677. https://doi.org/10.33394/jollt.v13i2.13860
Wahyuni, S., & Widyaningrum, R. (2022). Augmented Reality in Indonesian Junior High Schools: Impact on Vocabulary Retention. Sembilan Pemuda e-Journal, 6(2), 88–100.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Wa Ode Sinta Kalsum, Sariyatun Sariyatun, Nur Arifah Drajati

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


































