The effect of augmented reality game-based learning on students’ critical thinking disposition and academic achievement

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Authors: Irwanto Irwanto, Lauzer Zeral, Irwan Saputra
Cited by: 2

Abstract

This study aimed to examine the effect of augmented reality game-based learning (ARGBL) on students’ critical thinking disposition and academic achievement in the topic of green chemistry. The research employed a quasi-experimental method with a pretest-posttest design. The sample consisted of 72 tenth-grade students from a senior high school in Jakarta during the 2023/2024 academic year, divided into two classes: one designated as the experimental group and the other as the control group. The critical thinking disposition scale and the academic achievement test were employed to collect the data. The experimental group was taught using ARGBL, while the control group received conventional instruction. The data were analyzed using analysis of covariance (ANCOVA). The results showed that the implementation of ARGBL positively influenced students’ critical thinking disposition and academic achievement. Students in the experimental group demonstrated higher scores in both critical thinking disposition and academic achievement compared to the control group. It can be concluded that ARGBL is effective in enhancing students’ critical thinking disposition and academic achievement. Based on these findings, it is recommended that teachers adopt ARGBL to improve students’ critical thinking disposition and academic achievement in chemistry.

Fields of Study & Subjects

Augmented Reality Applications Educational Technology and E-Learning E-Learning and COVID-19

Publication details

Journal / source
Journal of Technology and Science Education
Publisher
Omnia Publisher SL
Volume
16
Issue
1
Pages
68–68
Publication date
12 February 2026
Language
CA