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Pengembangan media pembelajaran berbasis AR (augmented reality) pada materi topologi jaringan semester genap kelas X Akuntansi SMKN 1 Jelai Hulu Ilham Kurnia Septiadi; Matsun Matsun; Chandra Lesmana; Muhamad Arpan
Jurnal Pendidikan Informatika dan Sains Vol. 14 No. 2 (2025): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v14i2.10532

Abstract

Penerapan teknologi dalam pendidikan tidak hanya berfokus pada peningkatan akses informasi, tetapi juga memperkaya metode pengajaran yang memungkinkan visualisasi data secara lebih mendalam. Oleh karena itu, penelitian ini bertujuan untuk mengetahui proses pengembangan, kelayakan, respon siswa, serta keefektifan media pembelajaran berbasis Augmented Reality (AR) di SMKN 1 Jelai Hulu. Penelitian ini menggunakan metode penelitian Research and Development (R&D) dengan pendekatan Define, Design, Development, dan Disseminate (4D). Penelitian ini mengumpulkan data dengan metode observasi, wawancara, angket (kuesioner), tes (pretest dan posttest), dan dokumentasi. Penelitian ini memperoleh hasil uji kelayakan oleh validator ahli materi sebesar 90% dengan kategori sangat layak, hasil uji kelayakan oleh validator ahli desain sebesar 87,77% dengan kategori sangat layak, hasil respon dari 17 orang siswa kelas X Akuntansi sebesar 89,01% dengan kategori sangat baik, serta hasil pretest sebesar 62,64 dan hasil posttest sebesar 90 yang menunjukkan bahwa media pembelajaran berbasis Augmented Reality (AR) efektif dalam meningkatkan hasil belajar.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY DALAM MATERI PERANGKAT KERAS KOMPUTER TERHADAP PEMAHAMAN KONSEP SISWA KELAS VII DI SMPN 15 PONTIANAK Fajar Firdiansyah; Yudi Darma; Chandra Lesmana
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13097

Abstract

This study is motivated by the low conceptual understanding of students in computer hardware material due to the limited use of interactive learning media. Students often face difficulties in visualizing computer components such as CPU, RAM, and motherboard. Therefore, this research aims to develop and determine the feasibility of Augmented Reality (AR)-based learning media to improve students' conceptual understanding. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The subjects of this study included material experts, media experts, teachers, and students of class VII at SMPN 15 Pontianak. Data collection techniques used questionnaires, interviews, and documentation, while data analysis was conducted using descriptive quantitative methods. The results showed that the AR-based learning media developed was categorized as very feasible. This is evidenced by the validation results from material and media experts, which fall into the very valid category, as well as positive responses from teachers and students indicating that the media is very practical. In addition, the effectiveness test results showed an improvement in students' conceptual understanding after using the media. Thus, AR-based learning media is appropriate to be used as an innovative and interactive alternative learning media to enhance students' understanding of computer hardware concepts.
PENGARUH PENERAPAN METODE GAME-BASED LEARNING TERHADAP MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA DI SMP NEGERI 12 PONTIANAK Nashyfa Yasifa; Chandra Lesmana
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17657

Abstract

This study aims to determine students' learning motivation in the Informatics subject before and after the implementation of the Game-Based Learning method, as well as to identify differences in learning motivation between the class using the Game-Based Learning method and the class using the conventional method at SMP Negeri 12 Pontianak. The study employs a quantitative approach using a quasi-experimental design, specifically the Nonequivalent Control Group Design. Data collection was conducted via indirect communication using a learning motivation questionnaire. The study population consisted of all 232 Grade VII students at SMP Negeri 12 Pontianak during the 2026 academic year. The sample comprised 66 students, selected using purposive sampling: Class VII E (32 students) served as the experimental group, and Class VII A (34 students) served as the control group. Data analysis involved both descriptive and inferential statistics. The results indicate that, prior to the intervention, there was no difference in learning motivation between the experimental and control groups. Following the implementation of the Game-Based Learning method, students in the experimental group demonstrated higher learning motivation than those in the control group, with mean post-test scores of 46.42 and 35.43, respectively. The Mann-Whitney U test yielded an Asymp. Sig. (2-tailed) value of < 0.001, indicating a significant difference in learning motivation between the two groups. Thus, it can be concluded that the implementation of the Game-Based Learning method has a positive effect on students' learning motivation in the Informatics subject at SMP Negeri 12 Pontianak.