Borobudur Communication Review

Articles

Enhancing Edutainment Media through Augmented Reality Technology at the National Museum of Indonesia

Gayatri Atmadi , Nurul Robbi Sepang

Abstract

Augmented reality is the latest information and communication technology that combines the real world with the virtual world in the form of audio visuals. Augmented reality technology can be used to meet various needs, including for tourism communication media in Jakarta. The National Museum of Indonesia is one of the educational and entertainment tourism destinations located in the center of Jakarta. The purpose of this study was to obtain a descriptive analysis of the video display in the imersif room - National Museum of Indonesia. The basis of thought used is augmented reality technology, edutainment, tourism communication media and social construction of reality. The research method uses a qualitative research type with data collection techniques carried out through surveys, interviews, analysis of message content in videos and digital references. The results of the study show that technological innovation in the imersif room can make visitors explore Indonesian history in an interactive format to re-imagine the narrative of Indonesian history. The conclusion of the study shows that the use of videos that utilize augmented reality technology is a tourism communication media that can attract the attention of domestic and foreign tourists for historical journeys in Indonesia.

Keywords

augmented reality technology; edutainment; national museum of indonesia; social construction of reality; tourism communication media

References

  1. Angraini, L. M., Yolanda, F., & Muhammad, I. (2023). Augmented Reality: The Improvement of Computational Thinking Based on Students’ Initial Mathematical Ability. International Journal of Instruction, 16(3), 1033–1054.
  2. Asmara, D. (2019). Peran Museum Dalam Pembelajaran Sejarah. Kaganga: Jurnal Pendidikan Sejarah Dan Riset Sosial Humaniora, 2(1), 10–20.
  3. Atmadi, G. (2025). Komunikasi Digital Untuk Pelestarian Perjuangan Rakyat Bali Pada Youtube Museum Bajra Sandhi, Book Chapter 4. In Komunikasi Digital dan Dinamika Budaya (pp. 114–123). PT. Elex Media Komputindo.
  4. Dirgantoro, B. P. (2021). Learning History Through Augmented Reality. Journal of Game, Game Art and Gamification, 6(1), 14–20.
  5. Faria, A., & Miranda, G. L. (2024). Augmented Reality in Natural Sciences and Biology Teaching: Systematic Literature Review and Meta-Analysis. Emerging Science Journal, 8(4), 1666–1685. https://doi.org/10.28991/ESJ-2024-08-04-025
  6. Hansson, P., & Ohman, J. (2022). Museum education and sustainable development: A public pedagogy. European Educational Research Journal, 21(3), 469–483. https://doi.org/10.1177/14749041211056443
  7. Hidayati, A., & Bibi, S. (2020). Teknologi Augmented Reality Sebagai Media Pembelajaran Pontianak Heritage. Jurnal Pendidikan Informatika Dan Sains, 9(1), 37–45.
  8. Ikram, M., & Fadillah, D. (2024). Optimalisasi Instagram Untuk UMKM Croffle Toss: Strategi Promosi Untuk Menarik Pelanggan. Borobudur Communication Review, 4(2), 124–158. https://doi.org/10.31603/bcrev.13919
  9. Jubaedah, S., Fadillah, M. A., & Ribawati, E. (2024). Pemanfaatan Mercusuar Anyer sebagai Sumber Belajar Sejarah Indonesia di SMA Negeri 1 Anyer. JIMPS: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah, 9(3). https://doi.org/10.24815/jimps.v9i3.32732
  10. Koumpouros, Y. (2024). Revealing The True Potential and Prospects of Augmented Reality in Education. Smart Learning Environments, 11(2), 1–62.
  11. Lee, J., Lee, H.-K., Jeong, D., Lee, J., Kim, T., & Lee, J. (2021). Developing Museum Education Content: AR Blended Learning. International Journal of Art & Design Education. https://doi.org/10.1111/jade.12352
  12. Mele, E., Kerkhof, P., & Cantoni, L. (2021). Analyzing Cultural Tourism Promotion on Instagram: A Cross-Cultural Perspective. Journal of Travel & Tourism Marketing, 38(3), 326–340. https://doi.org/10.1080/10548408.2021.1906382
  13. Pascual, A. F., Fombona, J., & Vicente, R. (2022). Augmented Reality, a Review of a Way to Represent and Manipulate 3D Chemical Structures. JCIM: Journal of Chemical Information and Modeling, 62, 1863–1872. https://doi.org/10.1021/acs.jcim.1c01255
  14. Putri, T. A., Sumpeno, S., & Zaini, A. (2021). Pengembangan Aplikasi Augmented Reality sebagai Media Pendidikan Sejarah Berbasis Kisah Masa Kecil Bung Karno. Jurnal Teknik ITS, 10(2). https://doi.org/10.12962/j23373539.v10i2.68308
  15. Raghaw, M., Paulose, J., & Goswami, B. (2018). Augmented Reality for History Education. International Journal of Engineering & Technology, 7(2.6). https://doi.org/10.14419/ijet.v7i2.6.10136
  16. Rahman, A. A., Al Faras, A. H. A., & Wijayanti, E. A. (2025). Manajemen Konten Digital Pada Akun Instagram The Investor (Analysis of the SoMe Model). Borobudur Communication Review, 5(1), 69–90. https://doi.org/10.31603/bcrev.13657
  17. Remolar, I., Rebollo, C., & Fernández-Moyano, J. A. (2021). Learning History Using Virtual and Augmented Reality. Computers, 10(146).
  18. Risty, A. A., Musadad, A. A., & Purwanta, H. (2024). Museum Dewantara Kirti Griya Sebagai Objek Wisata dan Sumber Belajar Sejarah. Candi: Jurnal Pendidikan Dan Penelitian Sejarah, 24(2), 1–10.
  19. Sethiya, K., & Guruprasad, M. (2020). Augmented Reality (AR) in Healthcare. Journal of Interdisciplinary Cycle Research, XII(XI), 343–359.
  20. Shintia Trista, S., & Rusli, A. (2020). HistoriAR: Experience Indonesian history through interactive game and augmented reality. Bulletin of Electrical Engineering and Informatics, 9(4), 1518–1524.
  21. Sinaga, O. M. (2021). Pemanfaatan Museum Negeri Sumatera Utara Sebagai Sumber Belajar Sejarah Tingkat SMA. Journal Education Learning, I(I), 35–38.
  22. Surokim, & Rozi, F. (2025). Action Research Eksplorasi Video Dokumenter Kreatif (Creative Video Documentary) Melalui Setting Cerita Rakyat Sebagai Penguatan Storytelling untuk Ekspansi Promosi Destinasi Pariwisata Madura. Borobudur Communication Review, 5(1), 48–64. https://doi.org/10.31603/bcrev.13821
  23. Triaristina, A., & Rachmedita, V. (2021). Situs–Situs Sejarah di Lampung Sebagai Sumber Belajar Sejarah. Journal of Research in Social Science and Humanities, 1(2), 61–70. https://doi.org/10.47679/jrssh.v1i2.16
  24. Yulifar, L., Gumelar, F. E., Widiaty, I., & Anggraini, D. N. (2024). Enhancing Museum Experiences With Augmented Reality: Digital Content Development At Universitas Pendidikan Indonesia’s National Education Museum. Journal of Engineering Science and Technology, 19(4), 14–21.