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All Journal International Journal of Evaluation and Research in Education (IJERE) JPMS (Jurnal Pendidikan Matematika dan Sains) Pythagoras: Jurnal Matematika dan Pendidikan Matematika Jurnal Pendidikan dan Pengajaran Jurnal Ilmu Perpustakaan Jurnal Sains dan Teknologi Jurnal Pendidikan Indonesia AKSIOMA Jurnal Pendidikan Matematika Dinamika Pendidikan Jurnal Teknik Elektro JURNAL DERIVAT: JURNAL MATEMATIKA DAN PENDIDIKAN MATEMATIKA Primary: Jurnal Pendidikan Guru Sekolah Dasar Jurnal Inovasi Teknologi Pendidikan Kontinu: Jurnal Penelitian Didaktik Matematika Jurnal Ilmiah Pendidikan Dasar AKSIOMA: Jurnal Program Studi Pendidikan Matematika Scientific Journal of Informatics JINOP (Jurnal Inovasi Pembelajaran) Jurnal KARISMATIKA PYTHAGORAS: Jurnal Program Studi Pendidikan Matematika Jurnal Informatika Upgris Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran JIPMat (Jurnal Ilmiah Pendidikan Matematika) AKSIOMA MALIH PEDDAS E-Dimas: Jurnal Pengabdian kepada Masyarakat Al-Jabar : Jurnal Pendidikan Matematika JURNAL IQRA´ Union: Jurnal Ilmiah Pendidikan Matematika AJIS : Academic Journal of Islamic Studies Indonesian Journal of Science and Mathematics Education MUST: Journal of Mathematics Education, Science and Technology RAUDHAH Journal of Dedicators Community JURNAL PENDIDIKAN TAMBUSAI Jurnal Ilmiah Pendidikan Profesi Guru JURNAL MathEdu (Mathematic Education Journal) Journal on Education Comvice : Journal of community service Widya Balina :Jurnal Ilmu Pendidikan dan Ekonomi JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) Jurnal Pendidikan dan Konseling SCAFFOLDING: Jurnal Pendidikan Islam dan Multikulturalisme Imajiner: Jurnal Matematika dan Pendidikan Matematika Jurnal Penelitian Pembelajaran Matematika Sekolah JURNAL RAUDHAH Jatilima : Jurnal Multimedia Dan Teknologi Informasi Bubungan Tinggi: Jurnal Pengabdian Masyarakat SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL Didaktik : Jurnal Ilmiah PGSD STKIP Subang Journal of Didactic Mathematics Journal of Innovation in Educational and Cultural Research Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika SUPERMAT (JURNAL PENDIDIKAN MATEMATIKA) Community Empowerment Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Aksioma Mosharafa: Jurnal Pendidikan Matematika Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) FARABI: Jurnal Matematika dan Pendidikan Matematika International Journal of Research in Education (IJRE) Muria Jurnal Layanan Masyarakat Indonesian Journal of Educational Development (IJED) Archive: Jurnal Pengabdian Kepada Masyarakat Jurnal Lingkar Mutu Pendidikan Journal of Advanced Sciences and Mathematics Education Journal of Educational Sciences Euclid Jurnal Pendidikan Terapan As-Syifa Journal of Islamic Studies and History Jurnal Pendidikan Matematika JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer JRAMathEdu (Journal of Research and Advances in Mathematics Education) Profesi Pendidikan Dasar Scientific Journal of Informatics Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika Advance Sustainable Science, Engineering and Technology (ASSET) Schola Journal: Jurnal Ilmiah Pendidikan Dasar Edukasi dan Didatika: Jurnal Ilmiah Pendidikan Dasar Jurnal Pendidikan Guru Profesional AKSIOMA Proceeding International Conference on Digital Education and Social Science ALKHIDMAH: Jurnal Pengabdian dan Kemitraan Masyarakat
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PEMGEMBANGAN GAME EDUKASI PENGENALAN BATIK PEKALONGAN BAGI SISWA KELAS V SEKOLAH DASAR PADA MATA PELAJARAN MUATAN LOKAL Wibowo, Alam; Buchori, Achmad; Wardani, Th. Indriati
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 1, No 2 (2020): JIPETIK : Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipetik.v1i2.5537

Abstract

Game edukasi adalah permainan yang juga merupakan salah satu jenis media yang digunakan untuk memberikan pengajaran,menambah pengetahuan penggunanya melalui suatu media unik dan menarik. game ini biasanya digunakan untuk media pembelajaran dalam Sekolah Dasar khususnya kelas 5, mengenal kebudayaan sangat di perlukan, seperti budaya membatik perlu ditanamkan sejak usia dini, oleh karena itu penulis membuat game edukasi yang valid,praktis,dan efecktif tentang pengenalan batik pekalongan, bagi siswa Sekolah Dasar pada mata pelajaran Muatan lokal. dengan harapan anak - anak bisa langsung dapat menggunakan aplikasi permainan tersebut dan memperoleh pengetahuan lebih banyak tentang kebudayaan batik pekalongan,serta menimbulkan ketertarikan belajar untuk melestarikan kebudayaan batik di Indonesia,game edukasi ini merupakan aplikasi media pembelajaran untuk anak kelas 5 sekolah dasar,berisi tentang materi pembelajaran sejarah batik,proses membatik.metode penelitian dan pengembangan aplikasi ini adalah menggunakan metode research development (R D) yang terdiri dari 6 tahapan yaitu; (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, (5) revisi produk, dan (6) ujicoba produk.Dengan menerapkan hasil dari game edukasi ini, diharapkan dapat membantu anak-anakdalam belajar dan dapat meningkatkan pola pikir kreatif serta menambah pengetahuan lebih maju.
Design Thinking Approach in the Development of E-Worksheets and AI Videos to Enhance Problem-Solving Skills of Senior High School Students Mela Agustina; F.X. Didik Purwosetiyono; Achmad Buchori; Sharifah Osman
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3517

Abstract

Penelitian ini bertujuan mengembangkan rancangan e‑worksheet dan video AI melalui pendekatan design thinking untuk meningkatkan pemecahan masalah siswa SMA di Kota Pekalongan. Subjek penelitian terdiri atas 143 siswa dan 14 guru dari beberapa SMA berbeda yang terlibat pada tahap empathize dan define untuk mengidentifikasi profil permasalahan pembelajaran, yang menunjukkan bahwa pemecahan masalah kurang berkembang karena pembelajaran masih abstrak, berfokus pada hafalan, serta minim media interaktif sementara guru terkendala waktu bimbingan. Pada tahap ideate, melalui telaah literatur dan meta‑analisis, dikembangkan gagasan E‑TopWorksheets dengan Pendekatan Matematika Realistik berbantuan Mootion AI; hasil meta‑analisis menunjukkan nilai p<0,001 dengan effect size 0,841 yang menandakan pengaruh signifikan dan kuat penggunaan media serupa terhadap peningkatan pemecahan masalah matematika yang berpotensi menjadi dasar pengembangan media dan memerlukan pengujian lanjutan. Disimpulkan bahwa pendekatan design thinking efektif sebagai kerangka kerja pengembangan prototype media yang kontekstual, adaptif, dan berkontribusi pada inovasi media pembelajaran yang relevan dengan tuntutan pembelajaran abad ke‑21. This study aims to develop a design for e-worksheets and AI-based videos using a Design Thinking approach to enhance the problem-solving skills of Senior High School (SMA) students in Pekalongan City. The research subjects consisted of 143 students and 14 teachers from various high schools who were involved in the empathize and define stages to identify learning problem profiles; findings indicated that problem-solving skills were underdeveloped due to abstract instruction focused on rote learning, a lack of interactive media, and teachers' constraints regarding guidance time. In the ideate stage, through literature review and meta-analysis, the concept of E-TopWorksheets using a Realistic Mathematics Education approach assisted by Mootion AI was developed. The meta-analysis results showed a p-value < 0.001 with an effect size of 0.841, indicating a significant and strong influence of similar media on improving mathematical problem-solving, which potentially serves as a basis for media development and requires further testing. It is concluded that the Design Thinking approach is effective as a framework for developing contextual and adaptive media prototypes, contributing to learning media innovation relevant to 21st-century learning demands.
Developing “SiGaya” Web-Based Interactive Learning Media Using Google Sites : Effect on Motivation and Science Learning Outcome in Primary Education Rosalia Eka Lusiana; Achmad Buchori; Harjito
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 12 No. 1 (2026): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v12i1.19799

Abstract

This study aims to develop a web-based interactive learning media called “SiGaya” using Google Sites to enhance elementary school students’ motivation and learning outcomes in science. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The SiGaya media was designed with interactive features such as videos, quizzes, and games to support engaging and effective learning experiences. The participants consisted of 25 fourth-grade students from an elementary school in Semarang, Indonesia. Data were collected through observations, interviews, questionnaires, and achievement tests. The data were analyzed using descriptive quantitative analysis, descriptive qualitative analysis, and inferential statistics. The results show that the content expert validation of the SiGaya media achieved a score of 94%, categorized as very good. Meanwhile, the media expert validation obtained a score of 88%, which is also categorized as very good. Furthermore, the effectiveness test revealed an N-Gain score of 0.71 (71%), indicating a high level of improvement in students’ learning outcomes. Statistical analysis also demonstrated a significant difference between the pretest and posttest scores (p < 0.05). Therefore, the findings suggest that SiGaya is a valid, practical, and effective web-based learning medium that can enhance students’ motivation and learning outcomes in elementary science education. This study contributes to the integration of digital learning innovations in primary education and offers a scalable model for technology-enhanced science learning.
Development Of Educational Interactive Game Media Based On Child-Friendly Learning In Mathematic Content To Improve Critical Thinking Understanding Joko Sulianto; Achmad Buchori; Mei Riska Dwi Ariyanti
Proceeding International Conference on Digital Education and Social Science Vol. 3 No. 1 (2025): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v3i1.135

Abstract

This research and development (R&D) aimed to test the feasibility (validity and practicality) and effectiveness of the Child-Friendly Learning-based Interactive Game Educational Media in improving fifth-grade elementary school students' understanding of mathematic The main problem identified was the lack of interactive use of conventional media, resulting in passive, unenthusiastic students, and difficulties in understanding the mathematic material. The development model used was ADDIE (Analysis, Design, Development, Implementation, Evaluation), and the study was conducted at Sambiroto Elementary School and Mojosari 2 Elementary School. The results showed that the EDUMIG media had excellent validity (Media Experts 94%, Material Experts 91.5%) and very high practicality (Teachers 97.3%, Students 100%). This media proved significantly effective, as evidenced by the T-Test results of 0.000 (<0.05), indicating a significant difference in the average scores between the two classes. The increased effectiveness was reinforced by the experimental class' N-Gain value of 0.659 (moderate category), significantly higher than the control class's (0.257, low category). Thus, Educational Interactive Game Media has successfully become a valid, practical, and effective innovative solution for increasing the motivation, engagement, and conceptual understanding of mathematic students.
Pengembangan Video Pembelajaran Berbasis Sentra Balok untuk Meningkatkan Numerasi Anak Usia Dini Purwanti, Indah; Buchori, Achmad; Siswanto, Joko
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 19, No 2 (2025)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v19i2.22666

Abstract

This study aims to describe the validity of block center-based learning videos to improve the numeracy skills of early childhood, analyze the practicality of block center-based learning videos to improve the numeracy skills of early childhood, describe the effectiveness of block center-based learning videos to improve the numeracy skills of early childhood. The subjects of the study were students in the 4-5 year age group used, namely 20 children at Tarbiyatul Athfal II Kawak Kindergarten, Pakis Aji District, Jepara Regency, taken at the beginning of the 2022/2023 school year. This study uses the ADDIE model approach (Robert Maribe Branch., 2022) which consists of 5 steps, namely analyze, design, develop, implement and evaluate. The research methods used are questionnaires, observation sheets and documents. The conclusion obtained is: Based on the results of the analysis of the Material Expert observation score data, it is proven that the block center-based learning video from the Material aspect is at a level of 94.23% in the very valid category, from the media aspect at a level of 93.33% in the very valid category. Based on the results of the teacher perception score analysis, it is proven that the block center-based learning video at an average level of 96.05% is in the very practical category and based on the perception of the child's parents an average of 88.75% is in the fairly practical category. The effectiveness of the block center-based learning video to improve numeracy literacy skills for kindergarten children based on the N Gain test, T Test, and Cohen D Test: (1) based on the results of the N Gain test, an average increase in gain of 0.56 (56%) was obtained, meaning that the increase in numeracy literacy ability scores was in the fairly effective category in the interval 56 - 75; (2) based on the t-test, the calculated t was 10.614 t-table (2.093), meaning that there was a significant difference in the numeracy literacy ability scores before and after treatment; (3) based on the Cohen d effectiveness test, it was 1.972 and the effect size was 0.702, with relatively moderate effectiveness (0.5 - 0.7 + is a moderate effect) meaning that the block center-based learning video had a relatively moderate effectiveness in improving the block center-based numeracy literacy abilities of early childhood children.
Article Development and Evaluation of BrunerFrame: An EIS-Based Ten-Frame for Improving First-Grade Students' Conceptual Understanding of Subtraction Sri Utoyo; Bagus Ardi Saputro; Achmad Buchori
Jurnal Pendidikan Terapan Vol 4, No 3 July (2026)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/jupiter.v4i3.1526

Abstract

Objective: Many first-grade students struggle to develop conceptual understanding of subtraction because mathematics instruction predominantly emphasizes symbolic procedures while providing limited opportunities to connect concrete, visual, and symbolic representations. Although Ten-Frame media are widely used in early mathematics education, few instructional media systematically integrate Bruner's Enactive–Iconic–Symbolic (EIS) representations to facilitate meaningful conceptual learning. Purpose: This study aimed to develop and evaluate the effectiveness of BrunerFrame, an EIS-based Ten-Frame learning media, in enhancing first-grade students' conceptual understanding of subtraction. Methods: This study employed a Research and Development (R&D) approach using the ADDIE model, followed by a quasi-experimental pretest-posttest control group design involving 34 first-grade students from two elementary schools. Data were collected through expert validation, teacher and student response questionnaires, classroom observations, and conceptual understanding tests, then analyzed using descriptive and inferential statistics to examine the validity, practicality, and effectiveness of the developed media. Results: BrunerFrame demonstrated high validity, with material and media validation scores of 88.75% and 90.40%, respectively. Teacher and student practicality scores reached 87.00% and 86.00%, indicating that the media was highly practical for classroom implementation. Students who learned using BrunerFrame achieved significantly higher conceptual understanding than those receiving conventional instruction (p < .001), with a high normalized gain (N-Gain = 0.71) and a very large effect size (Cohen's d = 2.64), demonstrating substantial educational effectiveness. Conclusion: BrunerFrame is a valid, practical, and effective instructional medium that facilitates students' progression from concrete manipulation to visual representation and symbolic reasoning, thereby strengthening conceptual understanding of subtraction. Research Implications: These findings provide empirical evidence supporting the integration of Bruner's EIS theory into elementary mathematics media and offer a practical instructional model for promoting meaningful conceptual learning in primary classrooms. Originality: This study introduces BrunerFrame, a validated instructional medium that systematically integrates Bruner's Enactive, Iconic, and Symbolic representations within a Ten-Frame framework, extending the practical application of EIS theory to early subtraction learning.
Effects of EduCube Inquiry-Based Learning on Elementary Students' Cube Spatial Visualization, Learning Interest, and Mathematics Achievement: A Quasi-Experimental Study Dwi Cahyanti Alfiah; Achmad Buchori; Lina Putriyanti
Jurnal Pendidikan Terapan Vol 4, No 3 July (2026)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/jupiter.v4i3.1534

Abstract

Spatial visualization is fundamental for elementary geometry learning, yet many students struggle to interpret three-dimensional cube structures because instruction remains dominated by teacher-centered approaches and two-dimensional representations. Although inquiry-based learning, concrete manipulatives, and spatial reasoning have shown educational outcomes, limited empirical evidence has examined their integration while simultaneously investigating students' spatial visualization, learning interest, and mathematics achievement. Accordingly, this study investigated the effects of inquiry-based learning assisted by colorful cube manipulatives on sixth-grade students' learning interest, spatial visualization achievement, and learning responses. A quasi-experimental Matching Only Pretest–Posttest Control Group Design involved 58 sixth-grade students selected through purposive sampling, with 29 students in the experimental group and 29 in the control group. Data were collected using achievement tests, learning-interest and student-response questionnaires, observations, interviews, and documentation and analyzed using descriptive statistics, normality and homogeneity tests, paired- and independent-samples t-tests, normalized gain (N-Gain), and Cohen's d. Significantly higher learning-interest and posttest achievement scores were obtained by the experimental group than by the control group (p < .001). Moderate-to-high learning gains were achieved by 87.9% of students, while average student-response score reached 84.25%, indicating positive perceptions of the learning model. Inquiry-based learning supported by colorful cube manipulatives offers a promising approach for active, meaningful mathematics instruction. Findings should be interpreted considering intact classes from two schools, the absence of random assignment, and post-intervention measurement of learning interest. Results provide empirical evidence supporting the integration of structured inquiry and concrete manipulatives to enhance elementary students' spatial visualization, learning interest, and mathematics achievement.
Edumath: ADDIE-Based Interactive Media for Improving Fifth-Grade Students' Critical Thinking in Plane Geometry Devi Mahardika Damayanti; Achmad Buchori; Joko Sulianto
Jurnal Pendidikan Terapan Vol 4, No 3 July (2026)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/jupiter.v4i3.1543

Abstract

Purpose: Edumath interactive media was developed to evaluate its validity, practicality, and effectiveness in improving fifth-grade students' critical thinking in plane geometry, addressing the limited empirical evidence on systematically developed and evaluated interactive media for elementary geometry learning. Methods: A Research and Development approach employed the ADDIE model and a quasi-experimental nonequivalent control group pretest–posttest design. Participants included 59 fifth-grade students (30 experimental and 29 control). Data were collected through expert validation sheets, teacher and student response questionnaires, and critical thinking tests. Subject-matter, media, and learning experts evaluated the product. Data were analyzed using descriptive statistics, reliability testing, t-tests, and normalized gain (N-gain). Findings: Edumath achieved an average validity score of 88.67%, based on evaluations from the subject-matter expert (89%), media expert (87%), and learning expert (90%), indicating high validity. Teacher and student responses reached 90% and 89%, respectively, demonstrating high practicality. The critical thinking instrument included eight valid essay items with a Cronbach's Alpha of 0.825. The experimental class improved from 18.17 to 26.67, significantly outperforming the control class (t(57) = −8.388, p < .001), and achieved a moderate N-gain (0.63) compared with 0.29 in the control class, confirming Edumath's effectiveness. Research Implications: Edumath provides a valid, practical, and effective digital resource for interactive geometry instruction that strengthens elementary students' critical thinking. Originality: Unlike previous studies examining digital mathematics media separately, ADDIE-based interactive media development was integrated with quasi-experimental evaluation while aligning instructional features with critical thinking indicators in fifth-grade plane geometry learning.
The Effect of STEAM-Based Learning Assisted by Educational Games and Virtual Reality on Junior High School Students’ Learning Motivation in Basic Programming Materials Riska Novianti; Achmad Buchori; Wijayanto
Jurnal Multimedia dan Teknologi Informasi (Jatilima) Vol. 7 No. 06 (2026): Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jatilima.v7i06.2283

Abstract

This study is motivated by the need for technology-based learning innovations to enhance students’ learning motivation, particularly through the integration of the STEAM approach with educational games and virtual reality. This study aims to analyze the effect of STEAM-based learning assisted by educational games and virtual reality on students’ learning motivation. The method used was a quasi-experimental design with a pretest-posttest control group. The research subjects consisted of 56 students divided into an experimental class and a control class. Data were collected using a learning motivation questionnaire that had been tested for validity and reliability, while data analysis was conducted using multiple linear regression tests with IBM SPSS Statistics 27. The results showed that simultaneously, educational games and virtual reality had a significant effect (sig. 0.031 < 0.05) on students’ learning motivation. However, partially, educational games did not have a significant effect (sig. 0.091 > 0.05), and virtual reality also did not show a significant effect (sig. 0.984 > 0.05). The coefficient of determination (R²) value of 0.242 indicates that both variables contributed 24.2% to students’ learning motivation. These findings suggest that the integration of technology in STEAM learning has the potential to improve learning motivation; however, the effectiveness of each medium still needs to be optimized to produce a more significant partial effect.
Development of Elementary School Mathematics Textbooks Based on Augmented Reality to Support the Profile of Critical and Creative Pancasila Students Joko Sulianto; Achmad Buchori; Noviana Dini Rahmawati
Jurnal Ilmiah Pendidikan Dasar Vol 12, No 2 (2025): Jurnal Ilmiah Pendidikan Dasar
Publisher : Prodi PGSD FKIP Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/pendas.12.2.228-250

Abstract

The implementation of three-dimensional textbooks in both public and private elementary schools within the Semarang city area remains limited with most institutions still relying on conventional printed versions. However, AR-based mathematics textbooks—already adopted in parts of Indonesia—offer interactive visual experiences that can enhance students’ critical and creative thinking. This study employed a Research and Development (R&D) approach using the Multimedia Development Life Cycle (MDLC) model developed by Luther-Sutopo, which includes six phases: concept development, design, material collection, assembly, testing, and distribution. A limited trial was conducted at SDN Sawah Besar 01 Semarang. The outcomes of the study are as follows: (1) The development of the 2nd grade thematic AR textbook linked to the Pancasila Student Profile, featuring engaging and interactive AR content; (2) high validation scores from experts—89 (material) and 87.75 (media)—indicating strong suitability for use in thematic learning at the second-grade level; (3) Multivariate Analysis of Variance (MANOVA) results demonstrated a statistically significant improvement (p < 0.05) in critical and creative thinking among students using the AR textbook compared to the control group. These results suggest that AR-enhanced thematic textbooks are both effective and viable for wider adoption in elementary schools across Semarang.
Co-Authors Aan Burhanuddin ABDUL AZIZ, MUHAMMAD Ade Ricky Rozzaqi Adhi Kusmantoro Adi Saputro, Bagus Afrilya Herianty Agnita Siska Pramasdyahsari, Agnita Siska Agung Handayanto Agustina, Mela Ali Shodiqin Alifia Shabrina Alika, Ornella Amanati Rochmah Ana Muslihatun Anam, Muhammad Amirul Andrinugroho, Aryo Anggraeny, Bella Putri Dias Anggraina, Nabila Anjarweni, Bondhaningtyas Annajmuts Tsaaqib Anwar Fauzi Anwar Maulana, Ahmad Nurul Aprilia Nur Widyanti Arif Wibisono Ariyanti, Mei Riska Dwi Arri Handayani Arso Widyasmoro Aryani, Desy Dwi Aryo Andri Nugroho Aurora Nur Aini Aurora Nur Aini Azizah Azizah Bagus Ardi Saputro Bakti, Siti Maisyaroh Bambang Setiawan Bhihikmah Bhihikmah Budi Lazarusli Budi Lazarusli, Budi Budiana, Mutiara Budiawan, Raden Yusuf Sidiq Carson Carsoni Choirul Hadiyati Cintang, Nyai Cintang, Nyai Damayanti, Safrida Dwi Destiana Putri Cahyani Devega, Lidya Devega, Lidya Septia Devi Mahardika Damayanti Devita Rahmania Dewi Wulandari Dhea Amalia Dhian Endahwuri, Dhian Dian Ayu Azhari Dimas Abdul Aziz Dina Ahsanti Albar Dina Erawati Dina Prasetyowati Djoko Sri Bimo Dr. Masrukan, Dr. Dwi Astuti Dwi Cahyanti Alfiah Dwi Kusuma, Ressa Laurencya Dwi Retno Sriwahyuni Dwijayanti , Ida ekinengsih, ekinengsih Eko Yulianto EKO YULIANTO Elyasari, Siti Elyasari, Siti Endang Wuryandini, Endang Ernawati, Isnaeni Ery Maritim Eva Muzdalifah Evi Kholisoh F.X. Didik Purwosetiyono Fafa Nurdyansyah Fahmi, M Ali Musthofa Farida Nursyahidah Febrian Murti Dewanto Fredi Ganda Putra Fuad Abdullah Fuad Fuad, Fuad Abdullah Gunarti Krisnaningsih Handayani, Sri Hastuti Retno Hanung Unggul Prastawa Harjito Harsanti, Cita Nugraeni Hartoyo, Agus HARYUDA, LAKSANA Herianty, Afrilya Hermawan, Jody Setya Herowati, Eny I Made Sudana I Nyoman Adi Putra Ida Dwijayanti Ika Menariati Indah Purwanti Indah Setyaningsih Indriati Wardani, Theodora Intan Indiati Irawati, Nurul Ismartoyo Ismartoyo Ismiyati, I'in Isna Asyaroh, Suryani Isrotun, Umi Istiyaningsih, Rumiyatun Istiyaningsih, Rumiyatun Joko Siswanto Joko Siswanto Joko Sulianto . . Juwitaningrum, Juwitaningrum Kartinah Kartinah, Kartinah Kartono , Khilya Ulfa Kiranasari, Asy-Syifa Puspa Krisetiawan, Krisetiawan Krishna Huda Bagus Pambudi Kristia Setyaningsih Kusumantoro, Adhi Lailatul Lutfiyah Laily Sa'diyah, Nur Larasati, Rima Yulia Lestari, Ichsan Budi Lia Lalita Giovanti Lidya Devega Lilik Ariyanto Lina Riyanti Listya Endang Artiani Listyaningrum, Asri Linda Lusi Rachmiazasi Masduki Lusi Rachmiazasi Masduki, Lusi M. Anas Dzakiy Ma&#039;rifatul Mukaromah Mahmud Yunus Maryanto Masrukan Masrukan Mega Novita Mei Riska Dwi Ariyanti Mela Agustina Meyyolis, Richa Mida Astarina Milagros Baldemor Muhammad Prayito Muhammad Saifuddin Zuhri Muhdi Muhtarom Mujiono Muna, Shofiyatul Muniroh, Lisa Murgiwati, Murgiwati Muthoharoh, Nurul Afifah Nabila Zulfaniar, Eva Ngatmini Ngatmini Ngatmini Ngatmini Ngatmini Nida, izza Khoirin Ningsih, Tri Rahayu Niswatun Hasanah Nizaruddin Nizaruddin Noviana Dini Rahmawati Noviana Dini Rahmawati, Noviana Dini Novita Wulandari Nur Aini Nur Cholifah Nur Khoiri Nur Khoiri Nurfarida, Akhdian Dwi Nuza Heri Setyani Nyai Cintang Ornella Alika Osman, Sharifah Prasetio Zidan Cahya Prasetyo, Muhammad Ponco Prihastuti, Anggraini Purwitasari, Eti Purwosetiyono, F.X. Didik Purwosetiyono, FX Didik Putri, Febriana Mulyana Putriyanti, Lina Qristin violinda Rahmadhani, Tarisa Ahwalia Rasiman . Rasiman Rasiman RIA YULI PERMATASARI Rina Dwi Setyawati Rina Dwi Setyawati Riska Novianti Rohim, Nur Muhammad Rosalia Eka Lusiana Rosalina Ginting Rozzaky, Ade Ricky Rustono sa'adah, siti Saptana, Della Ayu Saputra, Bagus Ardi Sari, Ane Armitha Permata sari, Asysyifa puspa Selviana, Mina Tika Senowarsito, Senowarsito Setiawan, Agus Setyani, Nuza Heri Setyaningsih, Kristia Sharifah Osman Sharifah Osman Shofiyatul Muna Sigit Ristanto Sigit Wibowo Sinta Mutiara Siti Elyasari Siti Kholifah Siti Kholifah Siti Maisyaroh Bakti Pertiwi Siti Maisyaroh Bakti Pertiwi Siti Wahyuningsih Sitiaeti Sitiaeti Soedjono Soedjono Soedjono Sri Utoyo Sriyatun Sriyatun Sudargo Sugiarto S Sugiharti, Asih Sugiyanti Sugiyanti Sulianto, Joko Sumarno Sumarno . Sumarno Sumarno Sunan Baedowi Supandi Sutriyatiningsih, Sutriyatiningsih Suwarno Widodo Suyatmi, Erma Syahru Romadhon Theodora Indriati Wardani Tri Wahyu Hari Murtiningsih Triyono Triyono Triyono Triyono Turmudli Turmudli, Turmudli Tyas, Dinda Ari Margahayuning Universitas PGRI Semarang, Velma Nindita Arsitektur, Utami, Namira Putri Utvi Hinda Zahnnisa Uyun, Fina Ismatul Wahyu Puji Lestari, Wahyu Puji Wardani, Th. Indriati Wardani, Theodora Indriati Warto Warto - Wibisana, Muh Isna Nurdin Wibowo, Alam Wicaksono Widya Kusumaningsih Wijayanto wijayanto wijayanto WIJAYANTO WIJAYANTO Winaryanti, Aloysia Sri Wulandari Wulandari Yanti, Yenni Asma Yanuar Hery Murtianto Yanuar Hery Murtianto Yashinta Arum Surya Rahartiningsih Yulianti Yulianti Yundari, Yundari Yuris Setyoadi Zuhri, Muhammad Saifudin Zulianto, Zulianto Zunika Agung Rahayu Zunika Agung Rahayu