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AR SINAPS: AUGMENTED REALITY LEARNING MEDIA TO ENHANCE CRITICAL THINKING ABILITY Azrai, Eka Putri; Rini, Daniar Setyo; Kurnianto, Mathias Bagas; Ampang, Johsamer
International Journal of Education Vol 16, No 2 (2023): August 2023
Publisher : Kantor Jurnal dan Publikasi Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ije.v16i2.50329

Abstract

The competitive world situation caused by globalization requires students in the 21st century to have the ability to think critically. Critical thinking ability is a thinking process that has a purpose and focuses on producing an idea to solve a problem. However, several studies show that students' critical thinking skills in biology are still in the low to medium category. Thus, several efforts are needed to improve critical thinking skills, one of which can be through the use of technology-based learning media. This study aims to improve students' critical thinking ability using Augmented Reality learning media. This research was carried out from January to July 2022 at State Senior High School 31 Jakarta (henceforth called SMAN 31 Jakarta). The research used a quasi-experimental design with a pretest-posttest control group design. The experimental class used AR SINAPS learning media to assist the learning process. The control class, on the other hand, used picture media. The research involved 44 students selected by simple random sampling. The participants were divided into experimental and control classes, each of which amounted to 22 students. The data analysis technique used was a t-test with a significant level (α) = 0.05. Based on the calculations on the average gain score for the experimental and control classes, a significance value of 0.01 was obtained, meaning that using AR SINAPS learning media might enhance high school students' critical thinking ability better than using the picture media.
The effect of augmented reality application (ARSINAPS) on learning motivation and outcomes in biology Rini, Daniar Setyo; Azrai, Eka Putri; Khansa , Anidya Annisa; Kurnianto, Mathias Bagas
Biosfer: Jurnal Pendidikan Biologi Vol. 17 No. 1 (2024): Biosfer: Jurnal Pendidikan Biologi
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/biosferjpb.37752

Abstract

This study aims to determine the effectiveness of using the ARSINAPS mobile augmented reality application on learning motivation and outcomes in high school and biology education students. The method used in this study was quasi-experimental with a post-test control group design. The research sample consisted of two experimental classes and two control classes from three schools in the Jakarta, Bekasi, and Tangerang areas, totalling 140 students, and from the college level, consisting of one experimental class and one control class, totalling 68 students. The data obtained were in the form of learning outcomes in the respiratory system and learning motivation scores in biology learning. The average high school-level motivation score in the control class was 85.99, and the overall average for learning outcomes was 77.33 and 63.05. Based on the results of the data calculations, the application effectively improves students’ learning outcomes at the high school and undergraduate levels