EFEKTIVITAS PEMBELAJARAN SAINS MENGGUNAKAN STORYBOOK DIGITAL BERBASIS AUGMENTED REALITY DALAM KEMAMPUAN BERPIKIR KRITIS SISWA SD
DOI:
https://doi.org/10.23969/jp.v11i02.49212Keywords:
storybook, augmented reality, critical thinking, science learningAbstract
This study aims to determine the differences in students' critical thinking skills in science learning between those using digital storybooks and those not using AR-based digital storybooks. This type iof iresearch iis iquantitative iwith ian iexperimental method using a quasi-experimental design with a Posttest-only control group design, in which both groups are not given a pretest, but only a posttest after the treatment. The results of this study show a significant increase in the critical thinking skills of fifth-grade students in science learning. The average posttest score in the control class was 84, and after applying tthe AR-based digital storybook, The average post-test score in the experimental class increased to 91. thus, this AR- based digital storybook improved students' critical thinking outcomes in science learning after implementing the AR-based digital storybook.
Downloads
References
Aulia, M. R. (2025). PENGARUH MODEL LEARNING DISCOVERY TERHADAP KEMAMPUAN BERPIKIR KRITIS PADA MATA PELAJARAN IPAS KELAS V SD. 2024-2025.
https://digilib.unila.ac.id/91714 /
Alfitriani, N., Maula, W. A., & Hadiapurwa, A. (2021). Penggunaan Media Augmented Reality dalam Pembelajaran Mengenal Bentuk Rupa Bumi. Jurnal Penelitian Pendidikan, 38(1), 30-38. 8i1.30698 https://doi.org/10.15294/jpp.v3
Efendi, N., & Barkara, R. S. (2021). Studi literatur literasi sains di sekolah dasar. Jurnal Dharma PGSD, 1(2), 57-64. http://ejournal.undhari.ac.id/in dex.php/judha/article/view/193 %0Ahttps://ejournal.undhari.ac .id/index.php/judha
Julianto, I. N. L., Agus, I. G., & 1. PERANCANGAN Bayu, STORYBOOK SEBAGAI PEMBELAJARAN BERBENTUK (2022). DIGITAL MEDIA ANAK GAME EDUKASI. 3(2), 214-226. https://jurnal2.isi-dps.ac.id/index.php/amarasi/ar ticle/view/1682
Pahlevi, N. R., Degeng, M. D. K., & Ulfa, S. (2024). Storybook berbasis augmented reality (AR) meningkatkan hasil belajar bahasa Inggris siswa. Diglosia: Jurnal Kajian Bahasa, Sastra, Dan Pengajarannya, 7(1), 1-8. https://doi.org/10.30872/diglos ia.v7i1.880
Purnama, P., Syahid, M., Ardianto, D., & Arifin, M. Z. (2024, August). Efektifitas pembelajaran IPA berbasis
augmented reality di sekolah dasar. In Seminar Nasional & Prosiding Pendidikan Dasar (Vol. 1, No. 1, pp. 163- 178).https://semnaspendas.un pak.ac.id/index.php/SEMNASP ENDAS/article/view/27
Ramadhan, F. A. (2021). Penggunaan Strategi Pembelajaran Inkuiri Terbimbing dalam Pembelajaran IPA di Pendidikan Sekolah Dasar. VEKTOR: Jurnal Pendidikan IPA, 2(2), 56-66. https://doi.org/10.35719/vektor .v2i2.35
Retnaningtiyas, T. A., Suprapto, N., & Achmadi, H. R. (2021). Studi Literatur Pemanfaatan Media Augmented Reality Untuk Meningkatkan Keterampilan Berpikir Kritis Peserta Didik. IPF: Inovasi Pendidikan Fisika, 10(1), 39- 49. https://doi.org/10.26740/ipf.v1 0n1.p39-49
Rosidah, C. T., Azmy, B., Irianto, A., Christi, M. V., & Cahyaningtyas, A. 2025. Ethno-digital activity book assisted by virtual reality for teaching financial literacy in elementary schools. Multidisciplinary Science Journal, 7(6), 2025291.
Wasahua, S. (2021). Konsep Pengembangan Berpikir Kritis dan Berpikir Kreatif Peserta Didik di Sekolah Dasar. Horizon Pendidikan, 16(2), 73. https://www.jurnal.iainamb on.ac.id/index.php/hp/article/vi ew/2741
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.