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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.