Bayu Antrakusuma
Universitas Sebelas Maret, Surakarta

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Augmented Reality Supported by Deep-Learning-Oriented Pedagogy for Solar System Learning: Development and Preliminary Evaluation of Junior High School Students’ Creative Thinking Bagas Brilian Ramadhan; Meida Wulan Sari; Sri Yamtinah; Bayu Antrakusuma
Kognisi: Jurnal Ilmu Keguruan Vol. 4 No. 1 (2026)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/kognisi.v4i1.625

Abstract

Creative thinking is increasingly recognized as a core learning outcome in science education, yet abstract astronomical concepts can be difficult for junior high school students to explore through conventional two-dimensional media. This study developed and preliminarily evaluated an augmented reality (AR) learning medium integrated with a deep-learning-oriented pedagogy for the Solar System topic. In this article, deep learning refers to an educational approach that emphasizes active knowledge construction, meaningful connections, reflection, and sustained cognitive engagement rather than artificial-intelligence deep learning. The study employed a Research and Development design using the ADDIE model. Two expert validators reviewed the product, and the implementation involved 32 Grade VII students selected through cluster random sampling from a population of 296 students at SMP Negeri 3 Karanganyar, Indonesia; a small-scale trial involved 10 students, and two science teachers provided practicality responses. Data were collected through observation, interviews, expert-validation questionnaires, student and teacher response questionnaires, and a 10-item pretest-posttest instrument adapted from the Torrance Test of Creative Thinking dimensions of fluency, flexibility, originality, and elaboration. Expert-validation coefficients were .89 for AR media, .82 for content and language, .87 for the deep-learning lesson plan, and .80 for test content. Practicality ratings reached 83% in the small-scale trial, 88% among students in the limited-scale implementation, and 91% among teachers. A paired-samples comparison indicated a significant pre-post difference (p = .001), while the mean normalized gain was .4460, representing a moderate improvement. Fluency showed the largest gain (.4683) and elaboration the smallest (.3495). The findings support the feasibility and educational promise of combining interactive AR visualization with cognitively engaging pedagogy. Because the implementation used a one-group pretest-posttest design without a control group, the results should be interpreted as preliminary evidence rather than a causal estimate of effectiveness.
Pengaruh Game-Based Learning Berbantuan Media Wordwall Terhadap Keterampilan Berpikir Kritis dan Pemecahan Masalah Siswa SMP Pada Materi Klasifikasi Makhluk Hidup Raihani Zahra Sugito; Nurma Yunita Indriyanti; Bayu Antrakusuma
Jurnal Pendidikan Ilmu Pengetahuan Alam (JP-IPA) Vol 7, No 03 (2026): Agustus 2026
Publisher : STKIP HARAPAN BIMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jp-ipa.v7i03.1238

Abstract

Critical thinking and problem-solving skills are higher-order thinking skills that are essential to develop in science education. This study aimed to determine the effect of a Wordwall-assisted Game-Based Learning model on the critical thinking and problem-solving skills of 7th-grade students regarding the topic of the classification of living things. The study employed a quantitative approach using a quasi-experimental method and a non-equivalent control group design. The sample was selected using cluster random sampling, with class VII-E serving as the experimental group and class VII-G as the control group. The experimental group received instruction using the Wordwall-assisted Game-Based Learning model, while the control group received the standard instruction typically used at the school. Data were collected through essay tests assessing critical thinking and problem-solving skills, the validity and reliability of which had been verified. The data were analyzed using the MANOVA test to determine differences in these two skills between the experimental and control groups. The results showed a significant difference in critical thinking and problem-solving skills between the two groups. The mean post-test score for critical thinking skills in the experimental group was 86, which was higher than the control group's score of 81. The mean post-test score for problem-solving skills was 81 in the experimental group and 76 in the control group. The percentage increase in mean scores for the experimental group was 34.9% for critical thinking skills and 31.6% for problem-solving skills. Thus, the Wordwall-assisted Game-Based Learning model has a positive effect on improving students' critical thinking and problem-solving skills.