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Development of augmented reality flashcards on cultural diversity to improve elementary students’ learning outcomes Amelia Ellena Candra; Tri Astuti
Jurnal Prima Edukasia Vol. 14 No. 2 (2026): May 2026
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v14i2.95620

Abstract

This research aims to develop, determine the feasibility, and test the effectiveness of Augmented Reality-based Flashcards on the topic of cultural diversity in improving elementary school students' learning outcomes. The research method used is Research and Development (R&D) using the Borg & Gall development model. The subjects of this research were fourth-grade students at SDN Bringin 02 Semarang. Data collection techniques included interviews, observations, questionnaires, tests, and documentation, which were conducted in November 2025. The research instruments consisted of interviews, documentation, needs and response questionnaires, pretest and posttest questions, and expert validation sheets. The pretest and posttest trial questions were analyzed using validity, reliability, item difficulty index, and item discrimination index calculations. Data analysis was performed using normality tests, T-tests, and N-gain tests. The results of this research are the creation of a feasible and effective augmented reality-based flashcard medium to improve fourth-grade students' learning outcomes in Natural and Social Sciences, specifically on the topic of Indonesian cultural diversity at SDN Bringin 02. Therefore, this medium can be recommended as an innovative learning alternative for elementary schools to support interactive and meaningful Natural and Social Sciences learning.
Efectiveness of PBL Model Assisted By 3D Animation Media On Motivation and Learning Outcomes of Science in Elementary School Ifah Larasati; Tri Astuti
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Vol. 34 No. 1 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v34i12025p24-35

Abstract

Abstract: Problem Based Learning focuses students in an active and collaborative. This study aims to; 1) analyze the effectiveness of the PBL model assisted by 3D animation media on science learning motivation; 2) analyze the effectiveness of the PBL model assisted by 3D animation media on science learning outcomes; 3) testing the effectiveness of the PBL model assisted by 3D animation media on science learning motivation and outcomes. The research used in this study is Quantitative Experiment (True Experimental Design) with Posttest-Only Control Design research. The results of the study found that 1) the PBL model assisted by 3D animation media is effective for learning motivation, with a significance value of 0.014 < 0.05 meaning that H0 is not accepted so H1 is accepted. 2) the PBL model assisted by 3D animation media is effective for learning motivation. 3) The PBL model assisted by 3D animation media is effective for motivation and learning outcomes, with a significance value of X to Y1 of 4.503 and X to Y2 of 5.483 more than t table = 1.711. Overall, this research is very feasible to optimize the motivation and learning outcomes of science. Abstrak: Pembelajaran Berbasis Masalah (Problem Based Learning/PBL) menekankan keterlibatan aktif dan kolaboratif siswa dalam proses belajar. Penelitian ini bertujuan untuk: (1) menganalisis efektivitas model PBL berbantuan media animasi 3D terhadap motivasi belajar IPA; (2) menganalisis efektivitas model PBL berbantuan media animasi 3D terhadap hasil belajar IPA; dan (3) menguji efektivitas model PBL berbantuan media animasi 3D terhadap motivasi dan hasil belajar IPA secara simultan. Metode penelitian yang digunakan adalah eksperimen kuantitatif dengan desain True Experimental Design menggunakan Posttest-Only Control Design. Hasil penelitian menunjukkan bahwa: (1) model PBL berbantuan media animasi 3D efektif meningkatkan motivasi belajar IPA, dengan nilai signifikansi 0,014 < 0,05, yang berarti H₀ ditolak dan H₁ diterima; (2) model PBL berbantuan media animasi 3D juga efektif dalam meningkatkan hasil belajar IPA; dan (3) model tersebut terbukti efektif secara simultan terhadap motivasi dan hasil belajar, ditunjukkan oleh nilai signifikansi dari X ke Y₁ sebesar 4,503 dan X ke Y₂ sebesar 5,483, lebih besar dari t tabel = 1,711. Dengan demikian, model PBL berbantuan animasi 3D layak diterapkan untuk mengoptimalkan motivasi dan hasil belajar IPA siswa.
Development of Flipbook Based Learning Media to Enhance Elementary Students’ Reading Interest and Learning Outcomes Novia Fitrianti; Tri Astuti
Jurnal Paedagogy Vol. 13 No. 3 (2026): July
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i3.20149

Abstract

This study aims to develop Flisco, a Flipbook Scan Code literacy-based learning medium themed around family and community traditions for third-grade elementary school students, and to evaluate its feasibility and effectiveness in improving students’ literacy interest and learning outcomes. This study employed a mixed-methods approach combining qualitative and quantitative methods within a Research and Development (R&D) framework consisting of eight systematic development stages, with a focus on expert validation and field testing. The study was conducted at SDN Sidomulyo 1 involving 30 students selected through saturated sampling, while 15 students from SDN Sidomulyo 3 participated in a small-scale trial selected through purposive sampling. Data were collected through pretest and posttest assessments as testing techniques, and through observations, interviews, Likert-scale questionnaires, and documentation as non-testing techniques. The validity of the test instruments was established using the Pearson correlation method on 30 items at a significance level of α = 0.05. Data analysis involved normality testing, homogeneity testing, paired-samples t-test, and N-Gain analysis. The validation results from material and media experts indicated that Flisco was categorized as “highly feasible,” with scores of 96% and 94%, respectively. The paired-samples t-test showed a correlation coefficient of 0.787 with a significance value of p < 0.001, confirming that Flisco significantly improved students’ IPAS learning outcomes. The N-Gain score of 76.15% was categorized as high. Furthermore, literacy interest measurements showed that 76.7% of students achieved the very high category, while 23.3% were categorized as high. These findings demonstrate that Flisco is a valid, feasible, and effective literacy-based learning medium that provides an innovative alternative for enhancing elementary school learning experiences.
Pengembangan Media Pembelajaran Ular Tangga Digital Untuk Meningkatkan Hasil Dan Minat Belajar Siswa Kelas Iv Pada Mata Pelajaran IPAS Di SD Negeri 2 Bowongso Vito Yusuf Harvani; Tri Astuti
Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an Vol. 13 No. 2 (2026): ELEMENTARY SCHOOL (Jurnal Pendidikan dan Pembelajaran Ke-SD-an)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/esjurnal.v13i2.4865

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran ular tangga digital serta menganalisis kelayakan, efektivitas, dan pengaruhnya terhadap hasil dan minat belajar siswa pada pembelajaran IPAS kelas IV sekolah dasar. Novelty penelitian ini terletak pada integrasi digital game-based learning dalam pembelajaran IPAS melalui platform ular tangga interaktif yang disesuaikan dengan karakteristik siswa sekolah dasar. Metode yang digunakan adalah Research and Development dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Penelitian dilaksanakan di SD Negeri 2 Bowongso dengan subjek 23 siswa kelas IV. Teknik pengumpulan data menggunakan angket, tes, dan dokumentasi. Analisis data meliputi uji validitas, reliabilitas, normalitas, t-test, dan N-Gain. Hasil penelitian menunjukkan bahwa media yang dikembangkan berada pada kategori sangat layak berdasarkan validasi ahli media (93%) dan ahli materi (87,5%). Hasil t-test menunjukkan perbedaan signifikan antara nilai pre-test dan post-test dengan signifikansi 0,000 < 0,05. Nilai N-Gain sebesar 0,5288 berada pada kategori sedang, yang menunjukkan efektivitas akademik yang cukup baik dalam meningkatkan hasil belajar. Minat belajar siswa mencapai 93,15% dengan kategori sangat tinggi. Dengan demikian, media ular tangga digital terbukti layak dan efektif digunakan dalam pembelajaran IPAS.
PENGEMBANGAN E-BAHAN AJAR BERBANTUAN AUGMENTED REALITY UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR IPAS SISWA SD Tsabita Daffa Adilia; Tri Astuti
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i3.10596

Abstract

This research was conducted because the science learning process at SDN Ngadirgo 02 is still dominated by the use of conventional teaching materials, so that student motivation and learning outcomes are not optimal. The research aims to develop e-teaching materials assisted by Augmented Reality (AR) and test its feasibility and effectiveness in improving the motivation and learning outcomes of fourth-grade students on the topic "My Region and Its Natural Resources". The method used is Research and Development (R&D) with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were fourth-grade students of SDN Ngadirgo 02 Semarang. Data collection techniques were carried out through questionnaires, observations, tests and documentation. The data obtained were analyzed using feasibility tests, normality tests, Wilcoxon tests, N-Gain tests. The results of the study showed that the developed AR-assisted e-teaching materials obtained a very feasible category based on expert assessment. This product was also proven effective in improving student motivation and learning outcomes which were in the very high category. Based on these findings, e-teaching materials assisted by Augmented Reality can be a viable and effective innovative alternative to support science learning in elementary schools. ABSTRAK Penelitian ini dilakukan karena proses pembelajaran IPAS di SDN Ngadirgo 02 masih didominasi penggunaan bahan ajar konvensional, sehingga motivasi dan hasil belajar siswa belum optimal. Penelitian bertujuan mengembangkan e-bahan ajar berbantuan Augmented Reality (AR) serta menguji kelayakan dan efektivitasnya dalam meningkatkan motivasi dan hasil belajar siswa kelas IV pada materi “Daerahku dan Kekayaan Alamnya”. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian adalah siswa kelas IV SDN Ngadirgo 02 Semarang. Teknik pengumpulan data dilakukan melalui angket, observasi, tes dan dokumentasi. Data yang diperoleh dianalisis menggunakan uji kelayakan, uji normalitas, uji Wilcoxon, serta uji N-Gain. Hasil penelitian menunjukkan bahwa e-bahan ajar berbantuan AR yang dikembangkan memperoleh kategori sangat layak berdasarkan penilaian ahli. Produk ini juga terbukti efektif dalam meningkatkan motivasi dan hasil belajar siswa yang berada pada kategori sangat tinggi. Berdasarkan temuan tersebut, e-bahan ajar berbantuan Augmented Reality dapat menjadi alternatif inovatif yang layak dan efektif untuk mendukung pembelajaran IPAS di sekolah dasar.    
COMPARING CHATGPT AI ADOPTION IN HIGHER EDUCATION: EVIDENCE FROM UNIVERSITIES IN INDONESIA AND MALAYSIA Tri Astuti; Muhammad Nazil Iqdami; Heri Triluqman BS; Haryono BS; Chau Kien Tsong
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 8 No 2 (2026): EDISI 28
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v8i2.7712

Abstract

The rapid development of Generative Artificial Intelligence (GenAI), particularly ChatGPT, has transformed learning practices in higher education by supporting various academic activities. This study compared ChatGPT adoption among university students in Indonesia and Malaysia using a quantitative cross-sectional survey. Data were collected from 211 undergraduate students (186 from Indonesia and 25 from Malaysia) through an online questionnaire. Descriptive statistics and Independent Samples t-tests were used to examine differences in Awareness & Access, Academic Usage, Self-Efficacy, and Perceived Benefits. The results showed high levels of ChatGPT adoption in both countries, with mean scores above 4.00 across all dimensions. Although Malaysian students reported slightly higher mean scores, no statistically significant differences were found between the two groups (p > 0.05). Students primarily used ChatGPT to search for information, complete academic assignments, generate ideas, and improve learning efficiency. These findings indicate a similar pattern of ChatGPT adoption across universities in Indonesia and Malaysia and underscore the importance of institutional AI policies, AI literacy, and ethical AI integration to support digital transformation in higher education.
Makna Simbolik Tradisi Manganan sebagai Wujud Syukur dan Identitas Budaya Masyarakat Ramiyati Ramiyati; Argitha Aricindy; Wasino; Tri Astuti
Sujud: Jurnal Agama, Sosial dan Budaya Vol. 2 No. 1 (2026): JANUARI
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/01t6vh03

Abstract

The Manganan tradition is one of the local wisdoms that continues to be preserved by the people of Banjarjo Village, Padangan District, Bojonegoro Regency. This tradition symbolizes the community’s gratitude for the harvest, safety, and prosperity bestowed by God Almighty. This study aims to explore the symbolic meanings embodied in the Manganan tradition and to understand its role as a cultural identity of the local community. The research employed a qualitative approach with an ethnographic method. Data were collected through observation, in-depth interviews with community leaders and tradition participants, and documentation of the Manganan activities. The findings reveal that each element of the tradition such as offerings, communal prayers, and shared meals contains symbolic meanings reflecting religiosity, togetherness, and gratitude. Furthermore, the Manganan tradition serves as a medium to strengthen social solidarity and maintain the continuity of cultural values across generations. Therefore, Manganan functions not only as a religious ritual but also as a form of cultural identity that reinforces the social cohesion and cultural resilience of the Banjarjo community amid modernization
Analisis Dampak Penggunaan Media Sosial Tiktok pada Peserta Didik Kelas V SDN 1 Kutabanjarnegara Ghina Raudhatul Jannah; Tri Astuti
Journal of Classroom Action Research Vol. 7 No. 4 (2025): November
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v7i4.12192

Abstract

Penelitian ini dilatarbelakangi berdasarkan permasalahan yang ditemukan pada penggunaan media sosial TikTok oleh peserta didik yaitu menurunnya kosentrasi belajar, meniru konten tidak pantas, dan penggunaan secara berlebihan. Tujuan penelitian ini untuk mengetahui dampak positif dan negatif, serta upaya guru dalam mengatasi dampak negatif penggunaan TikTok pada peserta didik kelas V SDN 1 Kutabanjarnegara. Metode yang digunakan yaitu kualitatif dengan jenis studi kasus. Teknik analisis data yang digunakan mengacu pada model Miles dan Huberman, yang meliputi tiga tahap yaitu reduksi data, penyajian data, dan penarikan kesimpulan atau verifikasi. Subjek penelitian ini adalah kepala sekolah, guru kelas VA dan VB, serta peserta didik kelas VA dan VB. Data diperoleh melalui observasi, wawancara, dan dokumentasi. Hasil anilisis menunjukan dampak positif yaitu (1) sebagai media pembelajaran yang menarik dan inovatif, (2) sarana menyalurkan kreativitas dan membangun kepercayaan diri, (3) mendukung interaksi sosial positif, (4) sebagai hiburan yang tidak mengganggu aktivitas belajar. Dampak negatifnya yaitu (1) menurunnya konsentrasi belajar (2) akses terhadap konten tidak pantas, (3) penggunaan secara berlebihan. Upaya guru yaitu (1) edukasi dan pemahaman bijak, (2) pemfokusan pada pembelajaran dan tugas produktif, (3) penguatan kolaborasi sekolah dan orang tua dalam mengawasi penggunaan TikTok. Berdasarkan hasil penelitian di SDN 1 Kutabanjarnegara, dapat disimpulkan bahwa penggunaan media sosial TikTok oleh peserta didik kelas V memiliki dampak positif dan negatif, tergantung pada cara penggunaanya. Dampak positifnya yaitu diantaranya sebagai media pembelajaran yang menarik dan inovatif, sara menyalurkan kreativitas dan membangun kepercayaan diri, mendukung interaksi sosial positif, serta sebagai hiburan yang tidak mengganggu aktivitas belajar. Namun terdapat juga dampak negatifnya seperti menurunnya kosentrasi belajar, meniru konten tidak pantas, dan penggunaan secara belebihan. Guru dan kepala sekolah berupaya mengatasinya dengan memberikan edukasi dan pemahaman bijak, pemfokusan pada pembelajaran dan tugas produktif serta penguatan kolaborasi dengan orang tua dalam mengawasi penggunaan Tiktok. Kesimpulannya penggunaan Tiktok dapat memberikan manfaat apabila diarahkan dengan benar oleh guru maupun orang tua.
Pengembangan E-Smart Book Berbantuan Augmented Reality untuk Meningkatkan Hasil Belajar IPAS Peserta Didik Kelas IV SD Negeri Ngaliyan 03 Kota Semarang Widya Nuraini; Tri Astuti
Publikasi Pendidikan Vol 16, No 2 (2026)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70713/publikan.v16i2.83414

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar pada mata pelajaran IPAS materi Keragaman Budaya Indonesia di kelas IV SD Negeri Ngaliyan 03 Kota Semarang. Hal tersebut disebabkan oleh pembelajaran yang belum memanfaatkan media interaktif berbasis teknologi. Penelitian ini bertujuan untuk mengembangkan E-Smart Book berbantuan Augmented Reality (AR) guna meningkatkan hasil belajar peserta didik. Penelitian ini merupakan penelitian pengembangan (R&D) dengan model pengembangan ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian berjumlah 28 peserta didik kelas IV. Teknik pengumpulan data meliputi tes (pre-test dan post-test) dan non-tes (observasi, wawancara, angket, dan dokumentasi). Uji validitas instrumen menggunakan korelasi Product Moment Pearson dan uji reliabilitas menggunakan koefisien Cronbach’s Alpha. Hasil validasi menunjukkan persentase sebesar 95% dari ahli media dan 96,25% dari ahli materi dengan kriteria sangat layak. Tanggapan guru memperoleh persentase 92,5% dan tanggapan peserta didik memperoleh persentase 90,85% dengan kriteria sangat layak. Hasil uji efektivitas menunjukkan peningkatan nilai rata-rata pre-test dan post-test sebesar 33,64 yang didukung oleh hasil uji paired sample t-test dengan nilai signifikansi 0,000 (
PENGEMBANGAN MEDIA EDUKASI MAJALAH DIGITAL BERBASIS AUGMENTED REALITY DAERAHKU YANG BERSEJARAH DALAM PEMBELAJARAN IPAS UNTUK MENINGKATKAN KETERAMPILAN ABAD 21 PADA PESERTA DIDIK KELAS V SDN 3 KENTENG Rizka Dwi Asfia; Tri Astuti
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i3.13563

Abstract

The low 21st-century skills, particularly critical thinking and collaboration, among elementary students in learning science and social studies background the importance of technology-based media innovation. This study aims to develop and determine the effectiveness of an Augmented Reality (AR)-based digital magazine educational media on the topic "My Historic Region" for fifth-grade students at SDN 3 Kenteng. This research and development study applies the ADDIE model, including the stages of analysis, design, development, implementation, and evaluation. Data collection techniques included observation, interviews, questionnaires, and pretest-posttest tests. Data analysis was conducted using validity, reliability, normality tests, paired sample t-tests, and N-Gain tests. The results showed that the AR-based digital magazine was categorized as very feasible by material and media experts. The paired sample t-test yielded a significance value of p<0.001, confirming a significant difference between pretest and posttest scores. The N-Gain test result of 0.571 indicates media effectiveness in the moderate category. Thus, Augmented Reality-based digital magazine media is proven effective as an interactive contextual learning alternative to enhance critical thinking and collaboration skills among elementary school students. ABSTRAK Rendahnya keterampilan abad ke-21 khususnya berpikir kritis dan kolaborasi peserta didik pada pembelajaran IPAS melatarbelakangi pentingnya inovasi media berbasis teknologi. Penelitian ini bertujuan untuk mengembangkan serta menguji efektivitas media edukasi majalah digital berbasis Augmented Reality (AR) materi "Daerahku yang Bersejarah" pada peserta didik kelas V SDN 3 Kenteng. Penelitian pengembangan ini menerapkan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Teknik pengumpulan data mencakup observasi, wawancara, angket, dan tes (pretest-posttest). Analisis data dilakukan melalui uji validitas, reliabilitas, normalitas, paired sample t-test, dan N"-Gain" . Hasil penelitian menunjukkan media majalah digital berbasis AR dikategorikan sangat layak dari validator ahli materi dan media. Hasil paired sample t-test menghasilkan nilai signifikansi p<0,001, yang mengonfirmasi perbedaan signifikan antara skor pretest dan posttest. Hasil uji N"-Gain"  sebesar 0,571 mengindikasikan efektivitas media dalam kategori sedang. Dengan demikian, media majalah digital berbasis Augmented Reality terbukti efektif sebagai alternatif media pembelajaran kontekstual yang interaktif dalam meningkatkan keterampilan berpikir kritis dan kolaborasi peserta didik sekolah dasar.