A. Asyari
Department of Biology Education, Faculty of Teacher Training and Education, Universitas Muhammadiyah Surabaya, Indonesia

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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.
The augmented reality game on inspirational figures to enhance literacy and creative thinking Ratno Abidin; Endang Suprapti; M. Hanifuddin Hakim; A. Asyari
Research and Development in Education (RaDEn) Vol. 5 No. 1 (2025): July
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/raden.v5i1.38328

Abstract

In response to current educational needs, researchers have identified the importance of integrating innovative learning media, specifically augmented reality (AR) technology. This study aims to develop an augmented reality–based educational game, inspirational figure game, to support learning in Social Sciences. The game is designed for Android devices, published via the Play Store, and includes a scannable barcode to assist teachers in classroom implementation. The application presents 4D images and animations with motion, enhancing students’ understanding of historical content through interactive educational games tailored to specific topics. The research employed a Research and Development (R&D) approach, utilizing the Lee & Owens development model, which includes five phases: Assessment/Analysis, Needs Assessment, Front-End Analysis, Design, Development, Implementation, and Evaluation. The results indicate that the inspirational figure game, integrated into a teaching module, is highly valid and suitable for history-based Social Science instruction at the elementary school level. Validation was conducted through expert reviews in media and subject content, as well as student trials. Furthermore, the study demonstrates potential for improving students’ creative thinking skills, suggesting the model’s continued application and further exploration in future research.