The Integration of the Visual–Auditory–Kinesthetic (VAK) Learning Model with Augmented Reality (AR) Technology
DOI:
https://doi.org/10.46328/ijonse.5988Keywords:
Augmented Reality, Lontara Script, Learning Media, Cultural Literacy, VAK(Visual–Auditory–Kinesthetic)Abstract
This study aims to design and evaluate a Visual–Auditory–Kinesthetic (VAK)–based Augmented Reality (AR) learning medium to enhance elementary students’ understanding of the Lontara script, an important element of South Sulawesi’s cultural heritage. Using the ADDIE development model—Analysis, Design, Development, Implementation, and Evaluation—the research followed a systematic process involving expert validation, classroom trials, and learning outcome assessment. The participants were teachers and students from SD Negeri Samata, Gowa Regency, Indonesia. Data were collected through questionnaires, expert validation sheets, and pre- and post-tests, and analyzed using descriptive statistics. The validation results showed an average score of 87.5%, categorized as very valid, indicating that the content, design, and language were suitable for elementary learners. The practicality test obtained an average of 89.6%, categorized as very practical, reflecting the medium’s usability and appeal to both teachers and students. Effectiveness testing revealed a mean increase from 48.5 to 80.0, with a gain score of 0.68 (high improvement), demonstrating a significant enhancement in students’ understanding of the Lontara script. The integration of the VAK learning model with AR technology created an engaging, multisensory learning environment that improved comprehension and fostered cultural awareness. The developed medium not only supports meaningful learning but also contributes to preserving local identity through technology-based education. This study provides a framework for integrating technology, pedagogy, and culture into an innovative and culturally responsive digital learning design.
References
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11. https://doi.org/10.1016/j.edurev.2016.11.002
Anisa, L. (2023, February 14). Over 100,000 Indonesian teachers are using augmented reality technology as a learning tool. Medium. https://medium.com/@lismayaanisa/over-100-000-indonesian-teachers-are-using-augmented-reality-technology-as-a-learning-tool-25749468cb63
Azuma, R. T., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2019). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 39(1), 14–28. https://doi.org/10.1109/MCG.2018.2881386
Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2022). Augmented reality trends in education: A systematic review of research and applications. Computers & Education, 179, 104425. https://doi.org/10.1016/j.compedu.2021.104425
Banks, J. A., Cochran-Smith, M., Moll, L. C., Richert, A., Zeichner, K. M., LePage, P., Darling-Hammond, L., Duffy, H., & McDonald, M. (2016). Teaching for diversity and social justice (3rd ed.). New York: Routledge.
Barsalou, L. W. (2008). Grounded cognition. Annual Review of Psychology, 59(1), 617–645. https://doi.org/10.1146/annurev.psych.59.103006.093639
Bezemer, J., & Kress, G. (2016). Multimodality, learning and communication: A social semiotic frame. London: Routledge.
Billinghurst, M., & Duenser, A. (2012). Augmented Reality in the classroom. Computer, 45(7), 56–63. https://doi.org/10.1109/MC.2012.111
Chang, Y.-L., Hou, H.-T., Pan, C.-Y., Sung, Y.-T., & Chang, K.-E. (2020). Apply an augmented reality in a mobile guidance to increase sense of place for heritage learning. Educational Technology & Society, 23(1), 1–16.
Crystal, D. (2000). Language death. Cambridge: Cambridge University Press.
Dale, E. (2020). Audio-Visual Methods in Teaching (6th ed.). New York: Dryden Press.
Ertmer, P. A., & Ottenbreit-Leftwich, A. T. (2010). Teacher technology change: How knowledge, confidence, beliefs, and culture intersect. Journal of Research on Technology in Education, 42(3), 255–284. https://doi.org/10.1080/15391523.2010.10782551
Fischer, M. H. (2019). Embodied cognition, grounded cognition, and sensorimotor simulation. Frontiers in Psychology, 10, 1537. https://doi.org/10.3389/fpsyg.2019.01537
Fleming, N. D., & Mills, C. (1992). Not another inventory, rather a catalyst for reflection. To Improve the Academy, 11(1), 137–155. https://doi.org/10.1002/j.2334-4822.1992.tb00213.x
Heinich, R., Molenda, M., Russell, J. D., & Smaldino, S. E. (2019). Instructional Media and Technologies for Learning (11th ed.). New York: Pearson Education.
Jonassen, D. H. (1999). Designing constructivist learning environments. In C. M. Reigeluth (Ed.), Instructional-design theories and models: A new paradigm of instructional theory (Vol. II, pp. 215–239). Mahwah, NJ: Lawrence Erlbaum Associates.
Jumarlis, & Mirfan. (2024). Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Reality untuk Pembelajaran Aksara Lontara di Sekolah Dasar. Makassar: Universitas Negeri Makassar.
Keller, J. M. (2010). Motivational design for learning and performance: The ARCS model approach. New York: Springer.
Mattulada. (1985). Latoa: Satu lukisan analitis terhadap antropologi politik orang Bugis. Hasanuddin University Press.
Mayer, R. E. (2021). Multimedia Learning (3rd ed.). Cambridge: Cambridge University Press.
Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054.
Moreno, R., & Mayer, R. E. (2007). Interactive multimodal learning environments. Educational Psychology Review, 19(3), 309–326. https://doi.org/10.1007/s10648-007-9047-2
Nur, A. (2021). Revitalizing the Lontara script through digital media: An approach to local literacy preservation. Journal of Cultural Education, 7(2), 112–125.
Paivio, A. (1991). Dual coding theory: Retrospect and current status. Canadian Journal of Psychology, 45(3), 255–287.
Pritchard, A. (2018). Ways of learning: Learning theories and learning styles in the classroom (4th ed.). Routledge.
Purwanto, A., Sari, N., & Rahman, M. (2022). The use of augmented reality to support visual learning in Indonesian elementary schools. Indonesian Journal of Education and Technology, 2(3), 45–56.
Rahim, R. (2022). The diminishing knowledge of Lontara among Bugis-Makassar students: A study of cultural literacy decline. Makassar Journal of Local Studies, 5(1), 33–41.
Rahman, F. (2020). Literacy and cultural heritage in South Sulawesi. Hasanuddin University Press.
Rosyid, H., Yuliani, D., & Yuliana, N. (2020). Augmented reality-based learning media development in primary education. Jurnal Teknologi Pendidikan, 22(3), 251–262.
Saidin, N. F., Halim, N. D. A., & Yahaya, N. (2015). A review of research on augmented reality in education: Advantages and applications. International Education Studies, 8(13), 1–8. https://doi.org/10.5539/ies.v8n13p1
Shams, L., & Seitz, A. R. (2008). Benefits of multisensory learning. Trends in Cognitive Sciences, 12(11), 411–417. https://doi.org/10.1016/j.tics.2008.07.006
Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. San Francisco, CA: Jossey-Bass.
van den Akker, J. (2020). Design Approaches and Tools in Education and Training. Dordrecht: Springer.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
Yaumi, M. (2022). Media dan teknologi pembelajaran: Strategi pembelajaran abad 21. Jakarta: Prenadamedia Group.
Yoon, S. A., Elinich, K., Wang, J., Steinmeier, C., & Tucker, S. (2021). Using augmented reality and knowledge-building scaffolds to improve learning in science. Educational Technology Research and Development, 69, 257–277. https://doi.org/10.1007/s11423-020-09847-1
Downloads
Published
Issue
Section
License
Copyright (c) 2026 International Journal on Studies in Education

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Articles may be used for research, teaching, and private study purposes. Authors alone are responsible for the contents of their articles. The journal owns the copyright of the articles. The publisher shall not be liable for any loss, actions, claims, proceedings, demand, or costs or damages whatsoever or howsoever caused arising directly or indirectly in connection with or arising out of the use of the research material.
The author(s) of a manuscript agree that if the manuscript is accepted for publication in the International Journal on Studies in Education (IJonSE), the published article will be copyrighted using a Creative Commons “Attribution 4.0 International” license. This license allows others to freely copy, distribute, and display the copyrighted work, and derivative works based upon it, under certain specified conditions.
Authors are responsible for obtaining written permission to include any images or artwork for which they do not hold copyright in their articles, or to adapt any such images or artwork for inclusion in their articles. The copyright holder must be made explicitly aware that the image(s) or artwork will be made freely available online as part of the article under a Creative Commons “Attribution 4.0 International” license.

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
