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AUGMENTED REALITY-BASED LEARNING MEDIA TO IMPROVE STUDENTS' UNDERSTANDING OF THE MATERIAL MY PROVINCE IS PART OF THE REGION OF INDONESIA Dendi Irawan; Devi Afriyuni Yonanda; Ryan Dwi Puspita
Jurnal Cakrawala Pendas Vol. 11 No. 2 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i2.12606

Abstract

The purpose of this study is to investigate how the use of Augmented Reality-based learning media can improve students' understanding of districts/cities and provinces in Indonesia. The background of this study is the low level of students' understanding of districts/cities and provinces in Indonesia. One innovation that has attracted attention is Augmented Reality, which integrates digital elements with physical reality. The methodology applied in this study is a qualitative approach with a case study design. Data were obtained through interviews, observations, and questionnaires distributed to students and teachers. This study involved sixth-grade students of SDN Sangiang II, with a focus on classes studying Pancasila Education regarding districts/cities and provinces as part of the Unitary State of the Republic of Indonesia. The results showed that the use of Augmented Reality-based learning media significantly improved students' understanding of districts/cities and provinces. Students who used Augmented Reality showed an average increase in their scores of 30% compared to students who learned with conventional methods. This study concluded that Augmented Reality-based learning media is an effective tool to improve students' understanding of the material "my province is part of the Unitary State of the Republic of Indonesia."
PROPHETIC PEDAGOGY–BASED DIDACTICAL DESIGN TO ENHANCE RELIGIOUS ATTITUDES IN ELEMENTARY STUDENTS Yoyo Zakaria Ansori; Mohamad Gilar Jatisunda; Ahmad Rifqy Ash-Shiddiqy; Dendi Irawan
Jurnal Cakrawala Pendas Vol. 11 No. 4 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i4.15757

Abstract

The limited engagement of students in religious practices and the dominance of normative, dogmatic character education hinder the reflective internalization of religious values. This study explores the integration of prophetic pedagogy within a Didactical Design Research (DDR) framework to foster religious attitudes among elementary school students. Conducted over 16 weeks in a fifth-grade class at SDN Babakan Jawa I, Majalengka, the study involved 20 students and two teachers. The research identified three main learning obstacles—ontogenic, epistemological, and didactic—which were addressed through tailored didactical interventions such as structured reflection journals, role-playing, contextualized examples, scaffolded exercises, and student-centered learning. Findings show that these strategies significantly improved students’ moral reasoning, reflective thinking, empathy, and the application of religious values in real-life contexts. The study demonstrates that prophetic pedagogy, when implemented through DDR, can create transformative, contextual, and value-oriented learning experiences. This approach contributes a practical model for character education rooted in reflective religious understanding.
The Role of STEAM-Integrated Virtual Reality Media in Improving Cultural and Social Understanding of Elementary School Students Dendi Irawan; Lalan Soeherlan Soekatma; Eka Nurhidayat; Devi Afriyuni Yonanda
Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda) Vol. 9 No. 1 (2026)
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/jppguseda.v9i1.37

Abstract

This study aims to analyze the implementation of Virtual Reality (VR) media integrated with the STEAM approach (VR-STEAM) in improving students' learning understanding. Significant research gaps in this study include the limited availability of VR learning media explicitly aimed at improving elementary school students' sociocultural understanding, as well as the suboptimal integration of the STEAM approach in developing VR media oriented toward sociocultural learning. This study used a quantitative approach with a quasi-experimental design. Data collection techniques were carried out through pre-test and post-tests as well as observations, which involved an experimental group and a control group. Participants were fifth-grade students who were selected through simple random sampling. A total of 18 students participated, with 9 students in the experimental group (A) and 9 students in the control group (B). Group A receiving learning through VR-STEAM, while Group B learned by using conventional methods. The results indicate that the use of VR-STEAM can improved student engagement, clarify socio-cultural concepts through immersive visualizations, and encourage collaborative and creative skills through STEAM-based projects. Students appeared more focused, engaged in discussions, and enthusiastic about completing group assignments after experiencing learning through VR. This study concludes that structured VR-STEAM integration not only strengthens cognitive understanding but also creates a more contextual and reflective social learning experience.