Blended Learning in the Digital Age: Integrating Augmented Reality (AR) and Gamification for Effective Teaching

Authors

  • Ufi Ruhama Universitas Muhammadiyah Pontianak
  • Ryani Yulian Universitas Muhammadiyah Pontianak
  • Zulkifli Rangkuti Universitas Mitra Bangsa

DOI:

https://doi.org/10.71364/ijit.v2i1.10

Keywords:

Blended Learning, Augmented Reality (AR), Gamification, Balanced Nutrition, Technology-Enhanced, Learning

Abstract

In the digital age, educational strategies are increasingly integrating technology to enhance learning outcomes, especially in areas like nutrition education. This study examines the effectiveness of blended learning, with a particular focus on the integration of Augmented Reality (AR) and gamification as tools to promote more engaging and interactive methods for teaching balanced nutrition. Using a qualitative approach, the research employs literature review and library research to analyze existing studies on the application of AR and gamification in blended learning environments. Findings suggest that AR significantly enhances visual and experiential learning by allowing students to interact with complex concepts, such as how different nutrients are processed by the body, through immersive simulations. Gamification, on the other hand, increases motivation and active participation among students by turning nutrition education into an interactive experience, where learners can earn rewards for making healthy food choices or planning balanced meals. Both technologies help address key challenges in nutrition education, such as student disengagement and the difficulty in understanding abstract nutritional concepts like balanced nutrition. The study highlights that while AR and gamification offer substantial potential for enhancing the understanding of balanced nutrition, their success depends on careful implementation, adequate teacher training, and the availability of supportive infrastructure. Additionally, it is essential to align these technologies with pedagogical goals to ensure they effectively contribute to learning about balanced nutrition and foster healthier eating habits among students. This research adds to the growing body of knowledge on technology-enhanced learning by offering insights into the opportunities and challenges of using AR and gamification within blended learning models for nutrition education. Future studies are recommended to explore empirical implementations and the long-term impact of these technologies on students' understanding of balanced nutrition, engagement levels, and overall academic performance.

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Published

2025-02-18

How to Cite

Ruhama, U., Yulian, R., & Rangkuti, Z. (2025). Blended Learning in the Digital Age: Integrating Augmented Reality (AR) and Gamification for Effective Teaching. International Journal of Innovation and Thinking, 2(1), 51–65. https://doi.org/10.71364/ijit.v2i1.10

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