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Efektivitas project-based learning berbantuan Augmented Reality untuk peningkatan nalar kritis dan komunikasi siswa Rujiani Rujiani; Erni Suharini; Arif Widiyatmoko; Barokah Isdaryanti
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 9, No 3 (2025): December 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v9i3.112292

Abstract

Penelitian ini bertujuan untuk menguji efektivitas model Project-Based Learning (PjBL) berbantuan Augmennted Reality (AR) dalam meningkatkan nalar kritis dan keterampilan komunikasi siswa melalui proyek pembuatan poster mengenai cara menjaga kesehatan mata. Penelitian dilakukan pada siswa kelas V SD Negeri Tlogowungu 02 menggunakan desain kuasi-eksperimental kelompok tunggal (one-group design). Hasil penelitian menunjukkan bahwa penerapan PjBL berbantuan AR menunjukkan persentase ketercapaian indikator nalar kritis sebesar 85,42% dan kemampuan komunikasi sebesar 86,81%. Visualisasi tiga dimensi melalui AR terbukti efektif mengubah pemahaman konsep siswa terhadap materi yang kompleks menjadi lebih konkret dan mudah dipahami. Penerapan teknologi AR dalam model PjBL terbukti mampu menciptakan lingkungan belajar imersif yang secara signifikan mendukung penguatan kompetensi akademik dan interaksi sosial siswa di tingkat pendidikan dasar. The effectiveness of Augmented Reality-assisted project-based learning for improving students' critical thinking and communication skills Abstract: This study aims to test the effectiveness of the Project-Based Learning (PjBL) model assisted by Augmented Reality (AR) in improving students' critical reasoning and communication skills through a poster-making project on how to maintain eye health. The study was conducted on fifth grade students of Tlogowungu 02 Elementary School using a single-group quasi-experimental design. The results showed that the implementation of AR-assisted PjBL showed a percentage of achievement of critical reasoning indicators of 85.42% and communication skills of 86.81%. Three-dimensional visualization through AR has proven effective in changing students' conceptual understanding of complex material to be more concrete and easier to understand. The application of AR technology in the PjBL model has been proven to be able to create an immersive learning environment that significantly supports the strengthening of students' academic competencies and social interactions at the elementary education level.
Pengembangan Media Komik Digital Interaktif: “Daerahku dan Kekayaan Alamnya” dengan Pendekatan Berdiferensiasi Lintang Kirana Leokiss Wijaya; Barokah Isdaryanti
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.10547

Abstract

This study addresses the scarcity of technology-based learning media for natural and social sciences learning tailored to the diverse learning needs of fourth-grade students in Semarang, particularly in regards to regional natural resource potential. The primary objective is to design, evaluate the feasibility, and assess the effectiveness of Interactive Digital Comic media with a differentiated approach. This development research uses the Research and Development (R&D) method with the ADDIE model, comprising Analysis, Design, Development, Implementation, and Evaluation phases. The feasibility assessment by material experts and media experts yielded a percentage of 92.85% and 87.50%, respectively, rating the media as "Very Feasible" based on criteria such as content accuracy, instructional design, and multimedia integration. The effectiveness of the media was evaluated using a quasi-experimental design with a paired sample t-test and N-Gain test. The results showed a significant difference in average student learning outcomes (sig. (2-tailed) = 0.000 < 0.005) and an N-Gain value of 0.82, indicating a significant average increase and high criteria. This study demonstrates the potential of Interactive Digital Comic media to enhance student learning outcomes and engagement in natural and social sciences learning, providing an engaging and interactive learning experience and catering to diverse learning needs.
E-Storybook Media with Problem-Based Learning Model Enhances Learning Outcomes on Human Respiratory Topic Farah Fauzia Zahra; Barokah Isdaryanti
Jurnal Penelitian Pendidikan IPA Vol 11 No 3 (2025): March
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i3.10677

Abstract

This research aims to develop E-Storybook with Problem-Based Learning model that are feasible, effective and practical to improve students' learning outcomes on human respiratory topic. The study come under the Borg and Gall model of research and development (R&D). All of 24 students at SDN 3 Krasak participated in this study. Data were collected using test and non test technique. Data on the feasibility, effectiveness and practicality of learning tools were obtained from feasibility tests, N-gain tests and practicality tests. Feasibility data was obtained from the assessment of 2 validators consisting of media expert and material expert from Universitas Negeri Semarang. The results of feasibility validation conducted by media and material experts showed the average expert validation result of 92.5%, which falls into the feasible category. According to the t-test results, there is a significant difference between learning outcomes before and after media consumption. Furthermore, the N-gain test results indicated a high category, with a small-scale score of 73% and a large-scale score of 84%. These results support the conclusion that creating E-Storybook materials using the Problem Based Learning model is both practical and efficient for use in order to enhance grade V students' learning outcomes regarding human respiratory content.
Pengembangan Media Flipbook Berbantuan Augmented Reality Pada Materi IPAS Sistem Pernapasan Manusia Di Kelas V Sekolah Dasar. Ilma Yang Fauni; Barokah Isdaryanti
Jurnal Penelitian Pendidikan IPA Vol 11 No 4 (2025): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i4.10841

Abstract

This study aims to develop media Flipbook assisted by Augmented Reality on human respiratory system subject of IPAS in grade V Elementary School. The method used in this research is through qualitative approaches and quantitative or R&D with the ADDIE model consisting of analyze, design, development, implementation, and evaluation. The population in the study were fifth grade students of Sibebek Elementary School. The total number of 30 students and 1 teacher. The results of the feasibility of Flipbook assisted by Augmented Reality media get 91% and 93% from material and media experts. While from teachers and students of 85% and 96.15%. Sig value. Pretest 0.200> 0.05 and posttest 0.146> 0.05 so that the data is normally. distributed. The increase in the average value (N-Gain) was 0.71 with a high category. So that the Flipbook media assisted by Augmented Reality on the material of the human respiratory system in class V are feasible and effective in improving the results in learning science on the material of the human respiratory system in grade V.