Development of Augmented Reality Programming Language using Agile Scrum Methodology


  • Ade Bastian Department of Informatics, Universitas Majalengka, Indonesia
  • Sarmidi Universitas Muhammadiyah Tasikmalaya, Indonesia, Indonesia
  • Dadan Zaliluddin Department of Informatics, Universitas Majalengka, Indonesia
  • Mochammad Bagasnanda Firmansyah Department of Informatics, Universitas Majalengka, Indonesia



Augmented Reality, Programming Language, System Usability Scale, Agile Scrum Methodology


The agile scrum methodology for augmented reality development increases project team efficiency. Private campus are frequently confronted with the dilemma of new students with various backgrounds that come not only from vocational high schools but also from high schools. First year students in the informatics study programme come not only from vocational informatics high schools, but also from high schools that specialize in social studies and languages. This is a difficult task in terms of imparting a comprehension of the fundamentals of programming. This study develops augmented reality in order to teach HTML and Javascript. By combining basic principles with gaming, the proposed augmented reality (AR) makes programming interesting. Players must comprehend their programming logic in order to be immersed in a virtual environment by answering coding bug questions. During usability testing, the System Usability Scale (SUS) assesses user happiness and AR knowledge. Participants from various programming backgrounds were tested on their knowledge of programming languages. According to usability research, 59% of people found AR programming languages useful for learning and understanding basic programming languages. AR and Agile Scrum make programming more enjoyable. This study demonstrates how augmented reality can be used to teach programming languages. These findings imply that Agile Scrum and AR methods can improve learning and programming foundations. More research and development could lead to more complete and complicated AR learning environments for programming instruction.

Author Biographies

Ade Bastian, Department of Informatics, Universitas Majalengka

Wakil Dekan I Fakultas Teknik Universitas Majalengka Tahun 2022-2026

Sarmidi, Universitas Muhammadiyah Tasikmalaya, Indonesia


Dadan Zaliluddin, Department of Informatics, Universitas Majalengka


Mochammad Bagasnanda Firmansyah, Department of Informatics, Universitas Majalengka



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