Fahrur Rozi
State University of Medan

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Pengembangan Media Pembelajaran Berbasis Augmented Reality (AR) Pada Materi Siklus Hidup Hewan Di Kelas III Yuliskha Putri; Lidia Simanihuruk; Fahrur Rozi; Try Wahyu Purnomo; Suyit Ratno
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 1 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

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Abstract

This study aims to determine the validity, practicality, and effectiveness of Augmented Reality (AR)-based learning media on the topic of the animal life cycle for Grade III students of SD Negeri 060954 Medan. The research method used in this study was Research and Development (R&D) with the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The research subjects consisted of a material expert, a media expert, a teacher, and 23 students of class III C at SD Negeri 060954 Medan. The data collection techniques used in this study were observation, interviews, questionnaires, and tests. The results of the study show that: (1) the Augmented Reality-based learning media developed obtained a validation percentage of 94% from the material expert and 97% from the media expert, both of which fall into the “Very Valid/Feasible” category; (2) the practicality test results based on teacher responses obtained a percentage of 95% and student responses obtained 94%, which are categorized as “Very Practical”; and (3) the effectiveness test results based on students’ pretest and posttest scores obtained an N-gain score of 0.6783 with a percentage of 67.83%, which falls into the “Moderately Effective” category. Therefore, the Augmented Reality-based learning media on the animal life cycle material is declared very valid, very practical, and moderately effective for use in the learning process.
Pengembangan media pembelajaran berbasis augmented reality (AR) terhadap hasil belajar pada materi tata surya di kelas VI SD Eka Putri Shakila; Fahrur Rozi; Robenhart Tamba; Nurhairani Nurhairani; Natalia Silalahi
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 1 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) dan mengetahui pengaruhnya terhadap hasil belajar siswa pada materi tata surya di kelas VI SD Negeri 064023 Jamin Ginting. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas VI SD Negeri 064023 Jamin Ginting. Teknik pengumpulan data dilakukan melalui observasi, angket, dan tes hasil belajar. Data dianalisis menggunakan analisis deskriptif kuantitatif dan uji efektivitas media. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis Augmented Reality yang dikembangkan memperoleh kategori sangat layak berdasarkan penilaian ahli materi dan ahli media. Selain itu, penggunaan media AR mampu meningkatkan hasil belajar siswa pada materi tata surya yang ditunjukkan oleh peningkatan nilai rata-rata siswa setelah penggunaan media. Dengan demikian, media pembelajaran berbasis Augmented Reality dapat digunakan sebagai alternatif media pembelajaran yang efektif untuk meningkatkan hasil belajar siswa sekolah dasar pada materi tata surya.  
Pengembangan Media Pembelajaran Komik Digital Berbantuan Canva Pada Mata Pelajaran Bahasa Indonesia Kelas V Flora Florensia Simanjuntak; Eva Betty Simanjuntak; Fahrur Rozi; Apiek Gandamana; Masta Marselina Sembiring
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 1 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/

Abstract

This study aims to evaluate the feasibility, practicality, and effectiveness of Canva-assisted digital comic learning media in the Indonesian language subject for grade V at SDN 064036 Teladan Timur. The method used is research and development with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The subjects in this study were 1 media expert and 1 material expert, 1 grade V teacher, and 22 grade V students. Data collection techniques were carried out through interviews, questionnaires, and tests, with data analysis using qualitative and quantitative approaches. The validation results showed that the developed media obtained a score of 92% from media experts with the category of "very feasible", and 80% from material experts with the category of "feasible". Practicality, the media obtained a score of 100% from educators and 95% from students, both of which were in the "very practical" category. In addition, the results of the analysis of learning outcome improvements showed an average N-gain value of 0.76 with the "high" category. The media effectiveness test also showed a percentage of 76% which was classified as "very effective". In conclusion, the digital comic learning media developed using Canva is feasible and practical to use in learning, and is effective in improving the learning outcomes of fifth grade students at SDN 064036 Teladan Timur.
Pengembangan Media Augmented Reality Pada Mata Pelajaran IPAS Materi Benda Langit Kelas VI Sekolah Dasar Lola Palupi; Fahrur Rozi; Robenhart Tamba; Imelda Free Unita Manurung; Suyit Retno
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 1 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

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Abstract

The purpose of this study was to determine the validity, practicality, and effectiveness of Augmented Reality-based learning media developed on celestial bodies material for Grade VI students of SDN 106806 Cinta Rakyat. The type of research used was Research and Development (R&D) using the ADDIE model, which consists of 5 stages: Analysis, Design, Development, Implementation, and Evaluation. The validation results by the media expert on the Augmented Reality-based learning media assisted by Assemblr EDU obtained a score with a percentage of 97% with the criteria "Very Feasible". The validation results by the material expert obtained a score with a percentage of 91.67% with the criteria "Very Feasible". The media assessment results by the teacher obtained a score with a percentage of 92% with the criteria "Very Practical". Meanwhile, the student response results obtained a score with a percentage of 94% with the criteria "Very Practical". Based on the implementation results, an improvement in student learning outcomes was found, where the average score on the pre-test was 44.77 while the average score on the post-test was 87.07. Learning using Augmented Reality media assisted by Assemblr EDU in Grade VI on celestial bodies material was proven effective, as evidenced by an average N-Gain score of 0.776 in the "High" category and an N-Gain percentage of 77.60%.
pengembangan media pembelajaran berbasis augmented reality (AR) pada pembelajaran IPAS topik Panca Indra kelas IV Asyfa U’qalby; Fahrur Rozi; Nurhairani Nurhairani; Dody Feliks Pandimun Ambarita; Syahrial Syahrial
Jurnal Keluarga Sehat Sejahtera Vol. 24 No. 1 (2026): JURNAL KELUARGA SEHAT SEJAHTERA (In-Press)
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/

Abstract

This study aims to determine the validity, practicality, and effectiveness of Augmented Reality (AR)-based learning media in teaching the “Five Senses” topic in the Natural Sciences curriculum for fourth-grade students at SDN 107400 Bandar Khalipah. This study was designed as a research and development (R&D) project using the ADDIE model, which consists of five stages: analyze, design, development, implementation, and evaluation. The data collection techniques used included questionnaires, tests, documentation, and interviews. The subjects of this study were the fourth-grade students at SDN 107400 Bandar Khalipah, totaling 20 students. The research results showed that 82% of the questionnaire validation results fell into the “highly acceptable” category, 84.61% of the material validation test results fell into the “highly acceptable” category, 85% of the test validation results fell into the “highly acceptable” category, 93% of the media validation results fell into the “highly acceptable” category, and the practicality test yielded a score of 90%, falling into the “highly acceptable” category. The effectiveness of the instructional media was determined based on pre-test and post-test scores using the N-Gain percentage formula, yielding a result of 70.13%, which falls into the “moderately effective” category. Based on these data, it can be concluded that this research and development effort has produced a viable, practical, and effective product for use in the learning process.