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Implementation of Augmented Reality-Based Interactive Learning Media To Increase Mathematics Learning Motivation In SMP Negeri 2 Sidoarjo Nurus Sufairo; Sabariah; Suharti
International Journal of Educational Research & Social Sciences Vol. 7 No. 5 (2026): October 2026
Publisher : CV. Inara in Colaboration with www.stie-sampit.ac.id

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Abstract

The purpose of this research is to enhance students' motivation to learn mathematics at SMP Negeri 2 Sidoarjo in the eighth grade by creating interactive learning media based on Augmented Reality (AR). This research uses the Research and Development (R&D) method with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. This learning media is incorporated into the eighth-grade mathematics curriculum and tested by experts to ensure that it is effective and useful in the classroom. Consisting of 36 eighth-grade students, the research subjects were validated by three experts. The learning motivation questionnaire, practicality questionnaire, and observation sheet are the research instruments. The validation results show that the media is very feasible to use, with an average validation score of 92.3%. Additionally, the effectiveness test with pre-test and post-test indicates that the experimental group has higher learning motivation compared to the control group, with a t-test result sig (2-tailed) = 0.000 (p < 0.05). This study found that AR-based interactive learning media increases students' desire to learn mathematics and enhances their understanding of concepts. In addition, this media is suitable for use as a technology-based learning innovation in junior high schools.