Aug 2026· F1000Research· Vol 15, pp. 1449· 0 citations· 40 references
Abstract
Background Civic Education in Indonesia still faces challenges in promoting meaningful learning, particularly in teaching the Pancasila Economic System, which remains largely teacher-centered and lacks contextual visualization. Although Augmented Reality (AR) has demonstrated potential for immersive learning, its integration with Culturally Responsive Teaching (CRT) in values-based education remains limited. This study aimed to develop and validate an AR-based
Nusantara Learning Games
application to support culturally relevant digital learning grounded in Pancasila values. Method This Research and Development (R&D) study employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The application was validated by experts in content, media, and educational technology before being implemented with 31 tenth-grade students at a public senior high school in West Sumatra, Indonesia. Learning motivation and conceptual understanding were evaluated using a one-group pretest–posttest design. Data were analyzed through descriptive statistics, Shapiro–Wilk normality tests, paired-samples
t
-tests, and N-Gain analysis. Results The application achieved a very high feasibility score (89.22%). Students’ learning motivation improved significantly (
p
< .001). Conceptual understanding of the Pancasila Economic System also increased significantly, with mean scores rising from 70.61 to 91.81 (
p
< .001). The average N-Gain score of 0.63 indicated moderate-to-high improvement, while reduced score variability suggested more consistent learning outcomes. Conclusion Integrating AR with CRT effectively enhanced students’ motivation and conceptual understanding in Civic Education. By combining immersive digital visualization with local cultural contexts, the
Nusantara Learning Games
application provides an innovative approach to strengthening values-based learning and advancing twenty-first-century citizenship education.
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