Risdalina Risdalina
Prodi PGSD, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Jambi

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VALIDITAS MEDIA DIORAMA BERBASIS AUGMENTED REALITY MATERI PERUBAHAN WUJUD BENDA KELAS IV SD Bella Silvesteria Damanik; Eka Sastrawati; Risdalina Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8763

Abstract

This study aims to describe the validity level of Augmented Reality (AR)-based diorama media in teaching and learning Science and Mathematics subject on the material of Changes in the Form of Objects for fourth-grade elementary school students. The study used a Research and Development (R&D) approach with the ADDIE development model, which was limited to the development stage because the focus of the study was on assessing product feasibility through expert validation, without continuing to small or large group trials. The analysis stage was conducted to identify learning needs, which showed that students needed concrete and interactive media to better understand the process of changes in form. The design stage produced an A4-sized diorama design divided into four concept spaces (condensation, evaporation, freezing, and melting), complete with material layout, usage instructions, and scanning markers. The visual design of the diorama was created using Canva, while the AR content was developed through Assemblr Edu to display interactive objects/animations when scanned using a device. The development stage realized the design into a complete product, accompanied by functional testing to ensure that the markers and AR visuals appeared stably before validation. Validation results showed a 93.33% success rate for content, 100% for language, and 92% for media. Based on these results, AR-based diorama media is considered highly suitable for use as an alternative learning medium for IPAS material on changes in the form of objects in elementary schools, and has the potential to increase interest in learning and strengthen conceptual understanding through concrete and interactive visualization. ABSTRAKPenelitian ini bertujuan mendeskripsikan tingkat validitas media diorama berbasis Augmented Reality (AR) pada pembelajaran IPAS materi Perubahan Wujud Benda untuk siswa kelas IV Sekolah Dasar. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model pengembangan ADDIE, yang dibatasi sampai tahap development karena fokus penelitian berada pada penilaian kelayakan produk melalui validasi ahli, tanpa dilanjutkan pada uji coba kelompok kecil maupun kelompok besar. Tahap analysis dilakukan untuk mengidentifikasi kebutuhan pembelajaran, yang menunjukkan bahwa siswa memerlukan media konkret dan interaktif agar lebih mudah memahami proses perubahan wujud. Tahap design menghasilkan rancangan diorama ukuran A4 yang dibagi menjadi empat ruang konsep (mengembun, menguap, membeku, dan mencair), lengkap dengan tata letak materi, petunjuk penggunaan, serta penanda pemindaian. Desain visual diorama disusun menggunakan Canva, sedangkan konten AR dikembangkan melalui Assemblr Edu untuk menampilkan objek interaktif saat dipindai menggunakan gawai. Tahap development merealisasikan rancangan menjadi produk utuh, disertai uji fungsional untuk memastikan keterhubungan penanda dan kemunculan visual AR berjalan stabil sebelum dilakukan validasi. Hasil validasi menunjukkan persentase 93,33% pada aspek materi, 100% pada aspek bahasa, dan 92% pada aspek media. Berdasarkan hasil tersebut, media diorama berbasis AR dinyatakan sangat layak digunakan sebagai alternatif media pembelajaran IPAS materi perubahan wujud benda di sekolah dasar, serta berpotensi meningkatkan ketertarikan belajar dan memperkuat pemahaman konsep melalui visualisasi yang konkret dan interaktif.
VALIDASI MEDIA PEMBELAJARAN KARTU BERGAMBAR TERINTEGRASI AUGMENTED REALITY PADA PEMBELAJARAN IPAS KELAS III Mei Seven Panjaitan; Muhammad Sofwan; Risdalina Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8764

Abstract

This study aimed to develop and examine the validity of picture card learning media integrated with Augmented Reality (AR) technology for Grade III elementary IPAS instruction, particularly on the topic of life cycles of living organisms. The research employed a Research and Development (R&D) approach using the DDD-E (Decide, Design, Develop, Evaluate) model, with the implementation limited to the develop stage as the primary focus was product validity testing. The learning media were designed in the form of printed picture cards measuring 8 × 12 cm, created using the Canva application and integrated with three-dimensional AR content developed through the Assemblr EDU platform, accessed via QR codes. The validation process involved three experts, namely content, language, and media specialists, using a Likert-scale questionnaire as the assessment instrument. The results indicated that the developed media achieved a very high validity level across all evaluation aspects, with an average validity score of 90.9%. These findings demonstrate that the AR-integrated picture card media meet feasibility standards in terms of content accuracy, language clarity, and media design and functionality. Therefore, the developed media are suitable to be used as an alternative instructional resource for Grade III IPAS learning. However, further studies are recommended to examine the practicality and effectiveness of the media in real classroom implementation. ABSTRAKPenelitian ini bertujuan mengembangkan serta menguji tingkat validitas media pembelajaran kartu bergambar yang terintegrasi dengan teknologi Augmented Reality (AR) pada pembelajaran IPAS kelas III sekolah dasar, khususnya materi siklus hidup makhluk hidup. Penelitian menggunakan pendekatan Research and Development (R&D) dengan model DDD-E (Decide, Design, Develop, Evaluate), yang pelaksanaannya dibatasi hingga tahap develop karena fokus penelitian diarahkan pada uji validitas produk. Media dikembangkan dalam bentuk kartu cetak berukuran 8 × 12 cm yang dirancang menggunakan aplikasi Canva dan dipadukan dengan konten AR berbasis tiga dimensi melalui platform Assemblr EDU yang diakses menggunakan QR code. Proses validasi melibatkan tiga validator, yaitu ahli materi, ahli bahasa, dan ahli media, dengan instrumen penilaian berupa angket skala Likert. Hasil analisis menunjukkan bahwa media memperoleh kategori sangat valid pada seluruh aspek penilaian, dengan rata-rata tingkat kevalidan sebesar 90,9%. Temuan ini menunjukkan bahwa media kartu bergambar terintegrasi AR telah memenuhi kriteria kelayakan dari segi isi, kebahasaan, serta desain dan fungsionalitas media. Dengan demikian, media yang dikembangkan layak digunakan sebagai alternatif media pembelajaran IPAS kelas III, meskipun diperlukan penelitian lanjutan untuk menguji kepraktisan dan efektivitasnya dalam proses pembelajaran di kelas.
VALIDITAS MEDIA FLIPBOOK BERBASIS AUGMENTED REALITY PEMBELAJARAN IPAS MATERI PANCA INDRA KELAS IV SEKOLAH DASAR Pinta Uli Panjaitan; Muhammad Sofwan; Risdalina Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8766

Abstract

Technological Development have shaped students' learning patterns to be closer to digital devices, but IPAS learning in fourth grade elementary school still requires media that can provide concrete visualizations so that the material is easier to understand. This condition encourages the Development of more interactive learning media, one of which is through the use of augmented reality (AR)-based flipbooks that can display three-dimensional (3D) objects to help students understand concepts more realistically. This study aims to describe the validity level of augmented reality (AR)-based flipbook media in teaching and learning the Five Senses material for fourth-grade elementary school students. The research used Research and Development (R&D) approach with a DDDE (Decide, Design, Development, and Evaluate) Development flow. The scope of the research was limited to the Development stage, namely the feasibility assessment process through validation by experts, so that it was not continued to small or large group trials. The Decide stage focused on identifying needs and determining the direction of media Development. The Design stage included the preparation of the flipbook content and appearance Design, the arrangement of material according to learning objectives, and the placement of markers that function to bring up 3D object visualizations through AR. The Development stage produced an AR-based flipbook product which was then assessed by expert validators. The validation results showed a percentage of 97.78 % in terms of material, 98% in terms of language, and 83.33% in terms of media. Based on these results, the media Developed was declared very feasible for use according to the validator's assessment as an alternative IPAS learning media for the Five Senses material in elementary school. ABSTRAKPerkembangan teknologi membentuk pola belajar peserta didik yang semakin dekat dengan perangkat digital, tetapi pembelajaran IPAS di kelas IV sekolah dasar masih membutuhkan media yang mampu menghadirkan visualisasi konkret agar materi lebih mudah dipahami. Kondisi ini mendorong pengembangan media pembelajaran yang lebih interaktif, salah satunya melalui pemanfaatan flipbook berbasis augmented reality (AR) yang dapat menampilkan objek tiga dimensi (3D) sehingga membantu siswa memahami konsep secara lebih nyata. Penelitian ini bertujuan mendeskripsikan tingkat validitas media flipbook berbasis augmented reality (AR) pada pembelajaran IPAS materi Panca Indra untuk siswa kelas IV sekolah dasar. Penelitian menggunakan pendekatan Research and Development (R&D) dengan alur pengembangan DDDE (Decide, Design, Development, dan Evaluate). Ruang lingkup penelitian dibatasi hingga tahap Development, yaitu pada proses penilaian kelayakan melalui validasi oleh para ahli, sehingga tidak dilanjutkan pada uji coba kelompok kecil maupun kelompok besar. Tahap Decide difokuskan pada identifikasi kebutuhan dan penetapan arah pengembangan media. Tahap Design mencakup penyusunan rancangan isi dan tampilan flipbook, penataan materi sesuai tujuan pembelajaran, serta penempatan penanda (marker) yang berfungsi memunculkan visualisasi objek 3D melalui AR. Tahap Development menghasilkan produk flipbook berbasis AR yang selanjutnya dinilai oleh validator ahli. Hasil validasi menunjukkan persentase 97,78% pada aspek materi, 98% pada aspek bahasa, dan 83,33% pada aspek media. Berdasarkan hasil tersebut, media yang dikembangkan dinyatakan sangat layak digunakan menurut penilaian validator sebagai alternatif media pembelajaran IPAS pada materi Panca Indra di sekolah dasar.
UJI VALIDITAS MEDIA POCKET BOOK PINLIMI AUGMENTED REALITY PADA MATERI RANTAI MAKANAN UNTUK KELAS V SD Anggraini Saputri; Eka Sastrawati; Risdalina Risdalina
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.8767

Abstract

This study aims to develop an augmented reality (AR)-based Pocket Book learning media on the subject of Food Chains for fifth-grade elementary school students. This type of research is Research and Development (R&D) using the ADDIE model, but its implementation is limited to the product development and validity testing stages. During the analysis stage, it was found that fifth-grade students at SDN 126/I Penerokan elementary school needed learning media that could present material through attractive and interactive visualizations. The media design stage resulted in a Pocket Book measuring A6 (10.5 cm x 14.8 cm) equipped with a QR marker to display 3D objects, thereby helping students understand the concept of the food chain more concretely. The product was developed using Canva and Assemblr Edu. This media was designed to be practical and easy to use for both students and teachers. The validity test results by subject matter experts, media experts, and language experts showed that the developed media was in the highly valid category, with percentages of 96%, 84%, and 96%, respectively. The final results of this study indicate that the augmented reality-based Pocket Book PinLiMi media is highly valid and suitable for use as science learning media. Further research is recommended to proceed to the pilot testing stage with a small group and the implementation stage to assess the practicality of using the media and its impact on student learning outcomes. ABSTRAKPenelitian ini bertujuan mengembangkan media pembelajaran Pocket Book PinLiMi berbasis augmented reality (AR) pada materi Rantai Makanan untuk peserta didik kelas V sekolah dasar. Jenis penelitian ini merupakan Research and Development (R&D) yang menggunakan model ADDIE, namun pelaksanaannya dibatasi hingga tahap pengembangan dan uji validitas produk. Pada tahap analisis diketahui bahwa peserta didik kelas V SDN 126/I Penerokan membutuhkan media pembelajaran yang mampu menyajikan materi melalui visualisasi yang menarik dan bersifat interaktif. Tahap desain media yang dikembangkan berupa buku saku dengan ukuran A6 (10,5 cm x 14,8 cm) yang dilengkapi QR marker untuk menampilkan objek 3D, sehingga membantu peserta didik memahami konsep rantai makanan secara lebih konkret. Produk dikembangkan menggunakan Canva dan Assemblr Edu. Media ini dirancang praktis dan mudah digunakan baik peserta didik maupun guru. Hasil uji validitas oleh ahli materi, ahli media, dan ahli bahasa menunjukkan bahwa media yang dikembangkan berada pada kategori sangat valid, dengan persentase masing-masing sebesar 96%, 84%, dan 96%. Hasil akhir penelitian ini menunjukkan media Pocket Book PinLiMi berbasis augmented reality dinyatakan sangat valid dan layak digunakan sebagai media pembelajaran IPA dan penelitian selanjutnya disarankan untuk melanjutkan ke tahap uji coba pada kelompok kecil dan tahap implementasi guna mengkaji kepraktisan penggunaan media serta dampaknya terhadap hasil belajar peserta didik.