Developing and Evaluating an Augmented Reality Application to Explore Ethical Values in Humans and Animals through Literary Works

Ella Wulandari, Esti Swatika Sari, Anwar Efendi, Hartono Hartono

Abstract


This study aims to develop and evaluate an augmented reality (AR) application designed to explore ethical values in humans and animals through literary works. The application integrates interactive storytelling, scenario-based learning, and 3D visualizations drawn from novels such as Animal Farm, Life of Pi, and Drive Your Plow Over the Bones of the Dead. A single group pretest–posttest experimental design was employed involving 20 ninth-grade students from a secondary school in Indonesia. Data were collected through a multiple-choice test and a Likert-based attitude scale, administered before and after a four-week AR intervention. Quantitative results revealed significant improvements in students’ understanding of ethical values (t = 8.25, p < 0.001) and ethical reasoning skills (t = 7.89, p < 0.001). Additionally, qualitative feedback from students and teacher observations indicated increased engagement, empathy, and critical thinking. These findings suggest that AR-based literary learning can effectively strengthen students’ understanding of ethical values and their ethical decision-making skills. The study advocates for the integration of immersive technology into value-based education within the humanities.


Keywords


augmented reality; ethical values; human and animal; literary works; immersive technology

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References


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DOI: https://doi.org/10.24036/jbs.v13i2.134112

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