EFEKTIVITAS MEDIA PEMBELAJARAN ASSEMBLR EDU BERBASIS AUGMENTED REALITY (AR) DALAM PEMBELAJARAN DIFERENSIASI UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN IPAS KELAS IV DI MIS THORIQUSSALAM SIDOARJO

Authors

  • Risda Lailul Yulfa Fitria Universitas Sunan Giri Surabaya
  • M. Amin Hasan PGMI Universitas Sunan Giri Surabaya
  • Febriarsita Eka Sasmita PGMI Universitas Sunan Giri Surabaya

DOI:

https://doi.org/10.23969/jp.v9i3.17269

Keywords:

Development, Learning Media, IPAS learning outcomes

Abstract

Natural Science Learning (IPAS) is one of the learning processes that requires learning media to achieve learning objectives and solutions to improve learning outcomes, lack of learning motivation, learning facilities in accordance with the learning style of students learning style. This research describes the development of learning media Assemblr edu learning media based on Augmented reality (AR) in differentiation learning to improve students' learning outcomes to improve students' learning outcomes. The purpose of this research is to determine the effectiveness of the development of AR-based assemblr edu learning media AR-based learning media. This type of research uses development research (R&D) with the research model used is the ADDIE model. This model consists of analysis, design, development, implementation, and evaluation. Data collection using validation sheets, observations, and tests. Sheet validation sheet was used to obtain validation data from validators and learner responses response of learners. The observation technique was used to obtain data on the implementation of learning in the classroom, while the test technique was used to obtain data on the learning outcomes of students. Data analysis on the data obtained was carried out through normality test, homogeneity test, paired samples t-test, and N-gain score. In addition, to determine the effectiveness of AR-based learning media development AR-based learning media development was carried out the N-gain Score test. Results The results showed that the augmented reality-based asssemblr edu learning media has fulfilled the research procedures through 5 stages of development reality-based learning media has fulfilled the research procedure through 5 stages of development. The learning media developed by researchers is declared effective as seen from the increase in the average score of 85.18 with the category “effective”. Keywords:      Development, Learning Media, IPAS learning outcomes

Downloads

Download data is not yet available.

References

Cholik, C. A. (2021). Perkembangan Teknologi Informasi Komunikasi/ICT dalam Berbagai Bidang. Jurnal Fakultas Teknik Kuningan, 2(2), 39–46.

Fadli, M. R. (2021). Memahami desain metode penelitian kualitatif. Humanika, 21(1), 33–54. https://doi.org/10.21831/hum.v21i1.38075

Gravemeijer, K., Fauzan, A., & Plomp, T. (2013). The development of an rme-based geometry course for Indonesian primary schools. Educational Design Research – Part B: Illustrative Cases, 2013, 159–178.

Hapsari, F., Desnaranti, L., & Wahyuni, S. (2021). Peran guru dalam memotivasi belajar siswa selama kegiatan pembelajaran jarak jauh. Research and Development Journal of Education, 7(1), 193–204.

Haryani, P., & Triyono, J. (2017). Augmented Reality (Ar) Sebagai Teknologi Interaktif Dalam Pengenalan Benda Cagar Budaya Kepada Masyarakat. Simetris : Jurnal Teknik Mesin, Elektro Dan Ilmu Komputer, 8(2), 807.

Kurniawan, A. J., Hermawan, C., Studi, P., Informasi, S., & Ali, U. D. (2019). Rancang Bangun Aplikasi Game Edukasi Pengenalan Budaya Indonesia Berbasis Android. Jurnal Penelitian Dosen Fikom (UNDA), 10(2), 1–5.

Kusumawati, E. (2023). Kepemimpinan Digital dalam Pendidikan: Sebuah Analisis Bibliometrik. Journal of Education and Teaching (JET), 4(2), 252–260.

Lestari, D. W., Rusimamto, P., Harimurti, R., & Agung, A. I. (2023). Penerapan Media Pembelajaran Berbantuan Assemblr Edu Untuk Meningkatkan Hasil Belajar Siswa. JVTE: Journal of Vocational and Technical Education, 5(2), 225–232.

Nirwanto, B. G., Murtono, M., & Fathurrohman, I. (2021). Media Puzzle Berbantu Augmented Reality pada Muatan Pelajaran IPA Tema Ekosistem. Jurnal Edutech Undiksha, 9(2), 275.

Pagarra H & Syawaludin, dkk. (2022). Media Pembelajaran. In Badan Penerbit UNM.

Pratiwis. (2014). VALIDITAS DAN RELIABILITAS – Learning for Life.

Rahmi, M. N., & Samsudi, M. A. (2020). Pemanfaatan Media Pembelajaran Berbasis Teknologi sesuai dengan karakteristik Gaya Belajar. Edumaspul: Jurnal Pendidikan, 4(2), 355–363.

Rantung, D. A., & Naibaho, L. (2023). Integrasi Teknologi dalam Pembelajaran Pendidikan Agama Kristen (PAK) sebagai Peluang dan Tantangan di Era Digital. Journal on Education, 6(1), 7607–7613.

Sari, N. (2018). Peningkatan Hasil Belajar PKn Melalui Metode Card Sort pada Siswa SD Negeri 050748 Pangkalan Berandan Tahun Ajaran 2016-2017. Tabularasa, 15(1), 83.

Suryani, L., Tute, K. J., Nduru, M. P., & Pendy, A. (2022). Analisis Implementasi Pelaksanaan Pembelajaran Tatap Muka Terbatas di Masa New Normal. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 6(3), 2234–2244.

Tapung, M. M., Naring, A., Apul, B. N., Saina, A., & Nabung, A. (2022). Efektivitas Penggunaan Aplikasi Google Classroom Terhadap Hasil Belajar Kognitif Siswa Sekolah Dasar. Jurnal Literasi Pendidikan Dasar, 3(2), 61–74.

Wahab, A., Junaedi, J., & Azhar, M. (2021). Efektivitas Pembelajaran Statistika Pendidikan Menggunakan Uji Peningkatan N-Gain di PGMI. Jurnal Basicedu, 5(2), 1039–1045.

Wicaksana, S. B., & Anistyasari, Y. (2020). Tinjauan Pustaka Sistematis Tentang Penggunaan Flashcard pada Media Pembelajaran Berbasis Augmented Reality. Jurnal IT- EDU, 5(1), 121–131.

Downloads

Published

2024-08-19