Interactive Geography Learning Integrated with Game-Based Learning using Augmented Reality for Generation Zilenial at Tourist Destinations in the City of Makassar

Authors

  • Muhammad Fauzi Department of Urban Regional Planning, Faculty of Engineering, Universitas Hasanuddin, South Sulawesi Province, Indonesia
  • Dean Gery Pasamba Department of Informatics, Faculty of Engineering, Universitas Hasanuddin, South Sulawesi Province, Indonesia
  • Nabil Habib Makalalag Department of Urban Regional Planning, Faculty of Engineering, Universitas Hasanuddin, South Sulawesi Province, Indonesia

DOI:

https://doi.org/10.53697/ijgaes.v3i1.4974

Keywords:

Augmented Reality, Travel Destinations, Game-Based Learning, Generation Z, Digital Geography Learning

Abstract

A significant challenge in contemporary education is the low level of geographical literacy among Generation Z, which is often exacerbated by conventional teaching methods. This study aims to develop and evaluate a digital geography learning framework that integrates Augmented Reality (AR) with Game-Based Learning, specifically tailored for Generation Z in tourist destinations in Makassar City. The primary objective is to assess the viability of this approach for enhancing engagement in learning. A mixed-methods approach was employed, incorporating quantitative data from a questionnaire survey of 46 respondents and qualitative data from a literature review. The findings reveal that 93.6% of participants expressed a strong interest in implementing AR-based Game-Based Learning at local attractions such as Losari Beach. In conclusion, the integration of AR with Game-Based Learning significantly enhances the interactivity and appeal of geography education for the Generation Zilenial demographic.

References

Ardhianto, E., Hadikurniawati, W., & Winarno, E. (2012). Augmented Reality Objek 3 Dimensi dengan Perangkat Artoolkit dan Blender. Dinamik, 17(2). https://doi.org/10.35315/dinamik.v17i2.1658

Deviantari, U. W., & Supradita, D. (2018). AR-Teknologi Augmented Reality Untuk Media Pembelajaran Bentuk Topografi 3 Dimensi Permukaan Bumi. Geoid, 14(1), 37-42. https://doi.org/10.12962/j24423998.v14i1.4260 DOI: https://doi.org/10.12962/j24423998.v14i1.4260

Hastini, L.Y., Fahmi, R. and Lukito, H. (2020) ‘Apakah Pembelajaran Menggunakan teknologi dapat meningkatkan literasi Manusia Pada Generasi Z di Indonesia?’, Jurnal Manajemen Informatika (JAMIKA), 10(1), pp. 12–28. https://doi.org/10.34010/jamika.v10i1.2678 DOI: https://doi.org/10.34010/jamika.v10i1.2678

McConnell, D. (2017) ‘E-learning in chinese higher education: The view from inside’, Higher Education, 75(6), pp. 1031–1045. https://doi.org/10.1007/s10734-017-0183-4 DOI: https://doi.org/10.1007/s10734-017-0183-4

Parhan, M., Rofiudin, M., Salsabila, I. A., Rohimat, S. S., Arasshifa, B. N., & Dhitareka, P. A. (2022). Budaya Islam versus islamisasi budaya dalam perspektif generasi zilenial. Lisan Al-Hal: Jurnal Pengembangan Pemikiran dan Kebudayaan, 16(1), 27-44. https://doi.org/10.35316/lisanalhal.v16i1.27-44 DOI: https://doi.org/10.35316/lisanalhal.v16i1.27-44

Published

2026-03-31

How to Cite

Fauzi, M., Pasamba, D. G., & Makalalag, N. H. (2026). Interactive Geography Learning Integrated with Game-Based Learning using Augmented Reality for Generation Zilenial at Tourist Destinations in the City of Makassar. Journal of Geosciences and Environmental Studies, 3(1). https://doi.org/10.53697/ijgaes.v3i1.4974

Issue

Section

Articles

Similar Articles

<< < 1 2 3 > >> 

You may also start an advanced similarity search for this article.