Peni Suharti
Department of Biology Education, Faculty of Teacher Training and Education, Universitas Muhammadiyah Surabaya, Indonesia

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Development of practicum-based mobile augmented reality through the group investigation model to improve students' creative thinking Wiwi Wikanta; Peni Suharti; A. Asy’ari
JPBI (Jurnal Pendidikan Biologi Indonesia) Vol. 9 No. 2 (2023): JULY
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jpbi.v9i2.26316

Abstract

Students' creative thinking skills need to be developed, one of which is through learning. This research was aimed to produce Augmented Reality (AR) media based on Group Investigation (GI) practice models on various living things to improve students' creative thinking skills. This research and development using the 4-D model. However, it only reached the Develop stage. The population of this study was students of SMA Muhammadiyah 10 Surabaya in the Science class, with 37 students in each class. This study collected data through validation tests, pre-tests, post-tests, observation sheets for creative thinking skills, questionnaires, and student responses. The data analysis technique used is qualitative and quantitative descriptive. The results of development research carried out by researchers related to Mobile AR media with display aspects with 17 indicators obtaining good category. Whereas in the programming aspect, seven indicators are good category. So, the Mobile AR media validation results are good category. Biological material in the application with AR with content aspects with eight indicators are very good category. Whereas in the learning aspect, which consists of 16 indicators, in the good/valid category. The material in this category is worthy of being tested in the field. Based on descriptive statistics, the pre-test and post-test proved to be higher. We discuss these results and its implications.
Augmented reality integrated education game using problem-based learning model to improve critical thinking skills Peni Suharti; A. Asyari; Wiwi Wikanta
Research and Development in Education (RaDEn) Vol. 4 No. 1 (2024): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v4i1.32026

Abstract

Limited students' critical thinking skills in learning can be strengthened by using augmented reality technology applications. The main objective of this research is to analyze the problem-based learning model with integrated augmented reality educational games in improving students' critical thinking abilities. This quasi-experimental research used a nonequivalent control group design. The research sample consisted of 60 students from SD Muhammadiyah 09 Surabaya who were selected using purposive sampling. Data was collected by observing the implementation of learning and testing students' critical thinking levels. The data obtained in the research was processed statistically based on research obtained with a significant value of 0.000 < 0.05, confirming that Ho was rejected and H1 was accepted. Thus, the probability value is 0.000 < 0.05, so all coefficients have meaning. Applying the PBL model with integrated augmented reality educational games on critical thinking skills has a significant effect. From the ANOVA test or F-test, Fcount was 45,348 with a significance level of 0.000. This probability is smaller than 0.05, so the learning model to predict the level of participation in learning with a problem-based learning model through educational games integrated with augmented reality influences students' critical thinking skills.