The Efficacy of Augmented Reality (AR) Gamification in Enhancing Motivation and Academic Performance among Primary School Students in Malaysia when Learning about the Topic of Energy

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Sathiya Bharathi A/P Murti
Abdelrahman Ibrahim Suleiman Islaieh
Ummu Salmah Binti Mohamad Hussin
Rossidi Bin Usop
Ahmad Fuad Mohamad Amin
Musa Mohamad

Abstract

Augmented Reality (AR) can increase student motivation, awareness, and accomplishment in learning Energy, a science subject. As such, this study aims to examine the use of AR gamification to teach this subject to grade 4 students in primary school. Many of them are less drawn to AR, which requires a high level of imagination to understand its various dimensions. Smartphones have a limited number of education-based applications that can facilitate the comprehension of Science, Technology, Engineering, and Mathematics (STEM). It proves crucial to develop a digital application that improves the motivation, as well as understanding and awareness of energy among the younger generation. An energy learning application that combines AR and gamification was used to examine its efficacy in improving student motivation and academic performance in the context of energy.


 

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How to Cite
Murti, S. B. A., Islaieh , A. I. S., Hussin, U. S. B. M., Usop , R. B., Amin , A. F. M., & Mohamad , M. (2025). The Efficacy of Augmented Reality (AR) Gamification in Enhancing Motivation and Academic Performance among Primary School Students in Malaysia when Learning about the Topic of Energy. Journal of Cultural Analysis and Social Change, 10(2), 3214–3221. https://doi.org/10.64753/jcasc.v10i2.2084
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