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  3. Vol. 10, No. 3, August 2025
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Vol. 10, No. 3, August 2025

Issue Published : Jun 13, 2025
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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

UI/UX Design for AR Card Game: Enhancing English Vocabulary Learning with Augmented Reality

https://doi.org/10.22219/kinetik.v10i3.2240
Rio Krisdiawan
Kuningan University
Tito Sugiharto
Kuningan University
Nida Amalia Asikin
FKOM Universitas Kuningan
Lutfi Rohmawati
Institute pangeran Dharma Kusuma Indramayu

Corresponding Author(s) : Rio Krisdiawan

rioandriyat@uniku.ac.id

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, Vol. 10, No. 3, August 2025
Article Published : Jun 13, 2025

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Abstract

This study aims to develop and evaluate an Augmented Reality (AR)-based learning tool in the form of an AR Card Game to enhance English vocabulary acquisition among third-grade elementary school students, specifically on the topic of “Fruits and Vegetables.” The development process employed the User-Centered Design (UCD) methodology to ensure that the user interface and user experience (UI/UX) were aligned with the cognitive characteristics and needs of the target users. The prototype, designed using Figma, integrates interactive features including 3D object visualization, audio pronunciation guides, gamified elements, and physical card-based AR interaction. Evaluation was conducted through student questionnaires, teacher interviews, and classroom observations. The results indicate that the AR Card Game was positively received. A total of 85.07% of students reported improved understanding through 3D visuals, while 89.55% found the audio helpful in pronunciation. The gamification feature achieved a mean score of 4.18 (SD = 0.73), and a one-sample t-test revealed a statistically significant difference from the neutral score (p < 0.001), confirming its motivational impact. The coefficient of variation (17.48%) indicates consistent student responses. Teacher feedback also supported the tool’s effectiveness, although recommendations were made to improve navigation and enhance the evaluation component. Limitations of this study include its short-term implementation and focus on a single thematic domain. Future research is recommended to investigate long-term engagement, adaptive difficulty mechanisms, and the scalability of AR-based learning in broader curricular contexts. The findings underscore the potential of AR Card Games as effective and engaging tools for early language education in digital learning environments.

Keywords

Augmented Reality AR Card Game Educational Games UI/UX Gamification English Learning
Krisdiawan, R., Sugiharto, T., Amalia Asikin, N., & Rohmawati, L. (2025). UI/UX Design for AR Card Game: Enhancing English Vocabulary Learning with Augmented Reality. Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 10(3). https://doi.org/10.22219/kinetik.v10i3.2240
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References
  1. N. A. R. D. Suwoto, “APLIKASI “PENGENALAN BUAH DAN BINATANG” BERBASIS AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN PADA PENDIDIKAN ANAK USIA DINI,” Jurnal Warna : Pendidikan dan Pembelajaran Anak Usia Dini, vol. 6, no. 1, pp. 8–14, Mar. 2021, doi: 10.24903/jw.v6i1.585.
  2. I. P. T. Aditya, A. A. G. B. Udayana, and I. W. Swandi, “Perancangan Media Pembelajaran Interaktif Ensiklopedia Wayang Kamasan Berbasis Augmented Reality,” AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL, vol. 1, no. 01, pp. 9–21, Jan. 2020, doi: 10.59997/amarasi.v1i01.32.
  3. R. A. Krisdiawan, R. Priantama, E. Praramdani, and H. Artikel, “Media Edukasi Biota Laut Berbasis Augmented Reality Menggunakan Metode Marker Based Tracking dengan Algoritma Fast Corner Detection,” Digital Transformation Technology (Digitech) | e, vol. 3, no. 1, 2023, doi: 10.47709/digitech.v3i1.2341.
  4. T. Ramdhany, I. Bas, D. Pahrilah, and R. A. Krisdiawan, “PEMBUATAN GAME EDUKASI SEJARAH KERAJAAN SRIWIJAYA MENGGUNAKAN RPG MAKER MV,” vol. 15, 2021, [Online]. Available: https://journal.uniku.ac.id/index.php/ilkom
  5. R. A. Krisdiawan, A. Permana, E. Darmawan, F. Nugraha, and A. Kriswandiyanto, “Implementation Dijkstra’s Algorithm for Non-Players Characters in the Game Dark Lumber,” in Journal of Physics: Conference Series, 2021. doi: 10.1088/1742-6596/1933/1/012006.
  6. D. Hermawaty, R. A. Krisdiawan, and Y. Nurhayati, “GAME EDUKASI WORD SEARCH PUZZLE NAMA ANAK HEWAN DALAM BAHASA SUNDA MENGGUNAKAN ALGORITMA LINEAR CONGRUENT METHOD (LCM) DAN ALGORITMA KNUTH MORRIS PRATT (KMP) (Studi Kasus : SDN Pajawanlor),” Nuansa Informatika, vol. 13, no. 2, p. 24, 2019, doi: 10.25134/nuansa.v13i2.1946.
  7. D. Sunarto and R. A. Krisdiawan, “RANCANG BANGUN GAME KUMBANG KUM OID MENGGUNAKAN ALGORITMA A* (STAR) BERBASIS ANDROID,” 2018, [Online]. Available: https://journal.uniku.ac.id/index.php/ilkom/article/view/1124
  8. M.-B. Ibáñez and C. Delgado-Kloos, “Augmented reality for STEM learning: A systematic review,” Comput Educ, vol. 123, pp. 109–123, Aug. 2018, doi: 10.1016/j.compedu.2018.05.002.
  9. Q.-F. Yang, S.-C. Chang, G.-J. Hwang, and D. Zou, “Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students’ English vocabulary learning performance, anxiety and behaviors,” Comput Educ, vol. 148, p. 103808, Apr. 2020, doi: 10.1016/j.compedu.2020.103808.
  10. H.-K. Wu, S. W.-Y. Lee, H.-Y. Chang, and J.-C. Liang, “Current status, opportunities and challenges of augmented reality in education,” Comput Educ, vol. 62, pp. 41–49, Mar. 2013, doi: 10.1016/j.compedu.2012.10.024.
  11. N. I. N. Ahmad and S. N. Junaini, “PrismAR: A Mobile Augmented Reality Mathematics Card Game for Learning Prism,” International Journal of Computing and Digital Systems, vol. 11, no. 1, pp. 217–225, 2022, doi: 10.12785/ijcds/110118.
  12. I. Radu, “Augmented reality in education: a meta-review and cross-media analysis,” Pers Ubiquitous Comput, vol. 18, no. 6, pp. 1533–1543, Aug. 2014, doi: 10.1007/s00779-013-0747-y.
  13. A. Uriarte-Portillo, R. Zatarain-Cabada, M. L. B. Estrada, and L. M. Plata-Delgado, “Augmented Reality Learning Tool for Learning Electric Circuit Topics on Engineering Students,” 2024, pp. 225–252. doi: 10.4018/979-8-3693-7016-2.ch011.
  14. M. Rohandi et al., “Utilization of learning media based on augmented reality on design material network topology,” Indonesian Journal of Electrical Engineering and Computer Science, vol. 36, no. 2, p. 1083, Nov. 2024, doi: 10.11591/ijeecs.v36.i2.pp1083-1091.
  15. J. Li, E. D. van der Spek, L. Feijs, F. Wang, and J. Hu, “Augmented Reality Games for Learning: A Literature Review,” 2017, pp. 612–626. doi: 10.1007/978-3-319-58697-7_46.
  16. N. Pellas, P. Fotaris, I. Kazanidis, and D. Wells, “Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning,” Virtual Real, vol. 23, no. 4, pp. 329–346, Dec. 2019, doi: 10.1007/s10055-018-0347-2.
  17. Nik Nahdiya Nik Kamaruzaman and Nur Amalin Husna Rozuki, “An Educational Wildlife Game-based Learning Application for Young Learners Using Augmented Reality,” Applied Mathematics and Computational Intelligence (AMCI), vol. 13, no. 4, pp. 33–48, Nov. 2024, doi: 10.58915/amci.v13i4.1475.
  18. N. Omarov, B. Omarov, Z. Azhibekova, and B. Omarov, “Applying an augmented reality game-based learning environment in physical education classes to enhance sports motivation,” Retos, vol. 60, pp. 269–278, Aug. 2024, doi: 10.47197/retos.v60.109170.
  19. O. D. Triswidrananta, A. N. Pramudhita, and E. M. S. Wijaya, “GAME EDUKASI AUGMENTED REALITY BERBASIS RME (REALISTIC MATHEMATICS EDUCATION) UNTUK MENINGKATKAN COMPUTATIONAL THINKING SISWA,” Inteligensi : Jurnal Ilmu Pendidikan, vol. 7, no. 1, pp. 168–179, Jun. 2024, doi: 10.33366/ilg.v7i1.5907.
  20. P. Zhang, J. Li, and S. Cai, “Timing matters: Effects of augmented reality game on students’ learning achievement, satisfaction and acceptance,” British Journal of Educational Technology, Oct. 2024, doi: 10.1111/bjet.13524.
  21. A. Suratno and E. W. Nugroho, “Designing a Mobile Game Based on Augmented Reality Application for Learning Media,” kata, vol. 25, no. 00, pp. 1–8, Mar. 2023, doi: 10.9744/kata.25.00.1-8.
  22. Shresth Singh, “Designing AR Interfaces for Enhanced User Experience,” Journal of Advances and Scholarly Researches in Allied Education, vol. 21, no. 5, pp. 96–102, Jul. 2024, doi: 10.29070/v8dpf082.
  23. N. Purwati, A. Syukron, E. Muningsih, D. F. Akbar, A. R. Waspada, and M. A. G. Syahroni, “Desain UI/UX Aplikasi SAFE4C&W Menggunakan Metode User Centered Design (UCD),” Infomatek, vol. 26, no. 2, pp. 193–202, Nov. 2024, doi: 10.23969/infomatek.v26i2.19053.
  24. Md. W. P. Dananjaya, G. H. Prathama, and K. Darmaastawan, “User-Centered Design Approach in Developing User Interface and User Experience of Sculptify Mobile Application,” Journal of Computer Networks, Architecture and High Performance Computing, vol. 6, no. 3, pp. 1089–1097, Jul. 2024, doi: 10.47709/cnahpc.v6i3.4206.
  25. A. M. Ali, A. Khamaj, Z. Kang, M. Moosa, and M. M. Alam, “User-Centered Design (UCD) of Time-Critical Weather Alert Application,” International Journal of Advanced Computer Science and Applications, vol. 14, no. 1, 2023, doi: 10.14569/IJACSA.2023.0140188.
  26. S. Salsabila, Dede Irmayanti, and Irsan Jaelani, “Redesign User Interface Dan User Experience Aplikasi Wisata Purwakarta Berbasis Mobile Menggunakan Metode User Centered Design (UCD),” Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika, vol. 2, no. 5, pp. 90–100, Jul. 2024, doi: 10.61132/merkurius.v2i5.287.
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References


N. A. R. D. Suwoto, “APLIKASI “PENGENALAN BUAH DAN BINATANG” BERBASIS AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN PADA PENDIDIKAN ANAK USIA DINI,” Jurnal Warna : Pendidikan dan Pembelajaran Anak Usia Dini, vol. 6, no. 1, pp. 8–14, Mar. 2021, doi: 10.24903/jw.v6i1.585.

I. P. T. Aditya, A. A. G. B. Udayana, and I. W. Swandi, “Perancangan Media Pembelajaran Interaktif Ensiklopedia Wayang Kamasan Berbasis Augmented Reality,” AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL, vol. 1, no. 01, pp. 9–21, Jan. 2020, doi: 10.59997/amarasi.v1i01.32.

R. A. Krisdiawan, R. Priantama, E. Praramdani, and H. Artikel, “Media Edukasi Biota Laut Berbasis Augmented Reality Menggunakan Metode Marker Based Tracking dengan Algoritma Fast Corner Detection,” Digital Transformation Technology (Digitech) | e, vol. 3, no. 1, 2023, doi: 10.47709/digitech.v3i1.2341.

T. Ramdhany, I. Bas, D. Pahrilah, and R. A. Krisdiawan, “PEMBUATAN GAME EDUKASI SEJARAH KERAJAAN SRIWIJAYA MENGGUNAKAN RPG MAKER MV,” vol. 15, 2021, [Online]. Available: https://journal.uniku.ac.id/index.php/ilkom

R. A. Krisdiawan, A. Permana, E. Darmawan, F. Nugraha, and A. Kriswandiyanto, “Implementation Dijkstra’s Algorithm for Non-Players Characters in the Game Dark Lumber,” in Journal of Physics: Conference Series, 2021. doi: 10.1088/1742-6596/1933/1/012006.

D. Hermawaty, R. A. Krisdiawan, and Y. Nurhayati, “GAME EDUKASI WORD SEARCH PUZZLE NAMA ANAK HEWAN DALAM BAHASA SUNDA MENGGUNAKAN ALGORITMA LINEAR CONGRUENT METHOD (LCM) DAN ALGORITMA KNUTH MORRIS PRATT (KMP) (Studi Kasus : SDN Pajawanlor),” Nuansa Informatika, vol. 13, no. 2, p. 24, 2019, doi: 10.25134/nuansa.v13i2.1946.

D. Sunarto and R. A. Krisdiawan, “RANCANG BANGUN GAME KUMBANG KUM OID MENGGUNAKAN ALGORITMA A* (STAR) BERBASIS ANDROID,” 2018, [Online]. Available: https://journal.uniku.ac.id/index.php/ilkom/article/view/1124

M.-B. Ibáñez and C. Delgado-Kloos, “Augmented reality for STEM learning: A systematic review,” Comput Educ, vol. 123, pp. 109–123, Aug. 2018, doi: 10.1016/j.compedu.2018.05.002.

Q.-F. Yang, S.-C. Chang, G.-J. Hwang, and D. Zou, “Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students’ English vocabulary learning performance, anxiety and behaviors,” Comput Educ, vol. 148, p. 103808, Apr. 2020, doi: 10.1016/j.compedu.2020.103808.

H.-K. Wu, S. W.-Y. Lee, H.-Y. Chang, and J.-C. Liang, “Current status, opportunities and challenges of augmented reality in education,” Comput Educ, vol. 62, pp. 41–49, Mar. 2013, doi: 10.1016/j.compedu.2012.10.024.

N. I. N. Ahmad and S. N. Junaini, “PrismAR: A Mobile Augmented Reality Mathematics Card Game for Learning Prism,” International Journal of Computing and Digital Systems, vol. 11, no. 1, pp. 217–225, 2022, doi: 10.12785/ijcds/110118.

I. Radu, “Augmented reality in education: a meta-review and cross-media analysis,” Pers Ubiquitous Comput, vol. 18, no. 6, pp. 1533–1543, Aug. 2014, doi: 10.1007/s00779-013-0747-y.

A. Uriarte-Portillo, R. Zatarain-Cabada, M. L. B. Estrada, and L. M. Plata-Delgado, “Augmented Reality Learning Tool for Learning Electric Circuit Topics on Engineering Students,” 2024, pp. 225–252. doi: 10.4018/979-8-3693-7016-2.ch011.

M. Rohandi et al., “Utilization of learning media based on augmented reality on design material network topology,” Indonesian Journal of Electrical Engineering and Computer Science, vol. 36, no. 2, p. 1083, Nov. 2024, doi: 10.11591/ijeecs.v36.i2.pp1083-1091.

J. Li, E. D. van der Spek, L. Feijs, F. Wang, and J. Hu, “Augmented Reality Games for Learning: A Literature Review,” 2017, pp. 612–626. doi: 10.1007/978-3-319-58697-7_46.

N. Pellas, P. Fotaris, I. Kazanidis, and D. Wells, “Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning,” Virtual Real, vol. 23, no. 4, pp. 329–346, Dec. 2019, doi: 10.1007/s10055-018-0347-2.

Nik Nahdiya Nik Kamaruzaman and Nur Amalin Husna Rozuki, “An Educational Wildlife Game-based Learning Application for Young Learners Using Augmented Reality,” Applied Mathematics and Computational Intelligence (AMCI), vol. 13, no. 4, pp. 33–48, Nov. 2024, doi: 10.58915/amci.v13i4.1475.

N. Omarov, B. Omarov, Z. Azhibekova, and B. Omarov, “Applying an augmented reality game-based learning environment in physical education classes to enhance sports motivation,” Retos, vol. 60, pp. 269–278, Aug. 2024, doi: 10.47197/retos.v60.109170.

O. D. Triswidrananta, A. N. Pramudhita, and E. M. S. Wijaya, “GAME EDUKASI AUGMENTED REALITY BERBASIS RME (REALISTIC MATHEMATICS EDUCATION) UNTUK MENINGKATKAN COMPUTATIONAL THINKING SISWA,” Inteligensi : Jurnal Ilmu Pendidikan, vol. 7, no. 1, pp. 168–179, Jun. 2024, doi: 10.33366/ilg.v7i1.5907.

P. Zhang, J. Li, and S. Cai, “Timing matters: Effects of augmented reality game on students’ learning achievement, satisfaction and acceptance,” British Journal of Educational Technology, Oct. 2024, doi: 10.1111/bjet.13524.

A. Suratno and E. W. Nugroho, “Designing a Mobile Game Based on Augmented Reality Application for Learning Media,” kata, vol. 25, no. 00, pp. 1–8, Mar. 2023, doi: 10.9744/kata.25.00.1-8.

Shresth Singh, “Designing AR Interfaces for Enhanced User Experience,” Journal of Advances and Scholarly Researches in Allied Education, vol. 21, no. 5, pp. 96–102, Jul. 2024, doi: 10.29070/v8dpf082.

N. Purwati, A. Syukron, E. Muningsih, D. F. Akbar, A. R. Waspada, and M. A. G. Syahroni, “Desain UI/UX Aplikasi SAFE4C&W Menggunakan Metode User Centered Design (UCD),” Infomatek, vol. 26, no. 2, pp. 193–202, Nov. 2024, doi: 10.23969/infomatek.v26i2.19053.

Md. W. P. Dananjaya, G. H. Prathama, and K. Darmaastawan, “User-Centered Design Approach in Developing User Interface and User Experience of Sculptify Mobile Application,” Journal of Computer Networks, Architecture and High Performance Computing, vol. 6, no. 3, pp. 1089–1097, Jul. 2024, doi: 10.47709/cnahpc.v6i3.4206.

A. M. Ali, A. Khamaj, Z. Kang, M. Moosa, and M. M. Alam, “User-Centered Design (UCD) of Time-Critical Weather Alert Application,” International Journal of Advanced Computer Science and Applications, vol. 14, no. 1, 2023, doi: 10.14569/IJACSA.2023.0140188.

S. Salsabila, Dede Irmayanti, and Irsan Jaelani, “Redesign User Interface Dan User Experience Aplikasi Wisata Purwakarta Berbasis Mobile Menggunakan Metode User Centered Design (UCD),” Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika, vol. 2, no. 5, pp. 90–100, Jul. 2024, doi: 10.61132/merkurius.v2i5.287.

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KINETIK: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
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