Jul 2026· Digital Technologies Research and Applications· Vol 5, pp. 89-104· 0 citations
Abstract
The integration of technology in early childhood education often focuses on cognitive gains, paying limited attention to holistic development that encompasses character building based on local wisdom. This study addresses this gap by designing, developing, and evaluating a novel Augmented Reality (AR) framework grounded in Brain-Based Learning (BBL) principles and integrated with the Tri Kaya Parisudha values (Manacika, Wacika, Kayika) from Balinese culture. The framework was engineered using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) to ensure a systematic approach. The resulting interactive AR media provides multisensorial and emotionally engaging learning experiences through 3D visualizations, animations, and interactive storytelling, all designed to stimulate neural pathways essential for memory and moral reasoning. The application's content is contextualized around thematic lessons that explicitly model and encourage good thoughts, kind words, and virtuous actions. The framework's validity and practicality were assessed through expert review and a quasi-experimental design involving preschoolers. Results from expert validation confirmed high levels of validity in terms of media design, pedagogical content, and cultural integration. Furthermore, implementation in a classroom setting demonstrated a significant positive impact on children's prosocial behaviors, critical thinking, and communication skills. The study concludes that the proposed AR framework is not only a viable technological tool but also an effective pedagogical instrument for fostering character education. It successfully bridges the gap between advanced technology, neuroscientific learning principles, and cultural ethics, offering a replicable model for developing contextually relevant educational technology in early childhood settings.
EduBody effectively enhances students' cognitive comprehension of basic human organ functions and achieves a mean Normalized Gain of 0.725, confirming that EduBody effectively enhances students' cognitive comprehension of basic human organ functions.
M. Ping, Budi Yasri, Fitiriah Handayani et al.· Research in Education, Techn...· 0 citations
Emerging technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are transforming rehabilitation, yet integrating these rapidly evolving topics into undergraduate curricula remains challenging. This paper presents a Universal Design for Learning (UDL)-informed pedagogical mod...
K. Francis· Proceedings of the Internati...· 0 citations
This study aims to develop MonoZooAR, an augmented reality (AR)-based educational technology medium incorporating multisensory stimulation through a monopoly-style game framework, as an innovative approach to fostering early literacy competencies among children aged 4–6 years. The medium unifies three dimensional visua...
This research examines the computational thinking abilities of young children (2nd-year elementary students) within an embodied learning framework aimed at enhancing STEM education. The study investigates how augmented reality and social robots can support problem-solving in STEM-related tasks. Over four days, students...
This study is intended as an early-stage design for an educational augmented reality (AR) based application. This study employs a qualitative design research approach using user-centred design (UCD) and speculative design. The application displays 3D organ models in students’ real-life environment, providing an explora...
Cennywati, Anne Nurfarina· Desain Komunikasi Visual Man...· 0 citations
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