Augmented Reality (AR) Folklore: The Potential of New Media for the Development of Malay Literature

Mohd Effizan Wahid, Rosnidar Ain

Abstract


The current era of digitization has led to a dynamic shift in the landscape of traditional materials and works in our country. This potential shift also applies to literary materials, particularly printed works and texts. Significant gaps exist in the process of utilizing new media in the development of literature. Studies related to the use of new media in expanding literature remain limited. Therefore, to address this gap, this study aims to explore the potential of a cutting-edge technology, namely augmented reality (AR), to be developed for folklore. The method of developing AR will use the ADDIE model, encompassing the creation process of the Awang Batil folk tale, "The Story of Awang and the Goat that Defecated Gold." The folk tale, developed using the AR application, will involve five development phases based on the ADDIE model. The outcome of this development will be assessed for usability using Triple-E framework and has found that the use of technology such as the AR application has great potential to make the folk tale more engaging. The usability assessment of this AR folk tale indicates that it attracts more audience interest. Additionally, the importance of integrating AR into folklore is that it can serve as a medium to pique the interest of the younger generation in these stories. Consequently, this study is significant as a factor in adapting folklore into new media forms, and it should be further expanded to ensure the preservation of this cultural heritage.

 

Keywords: Augmented Reality (AR), folklore, Kisah Kambing Berak Terbit Emas, ADDIE, Triple-E framework.

 

https://doi.org/10.17576/JKMJC-2025-4104-09


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