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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY PADA MATA PELAJARAN BIOLOGI MATERI VIRUS PADA SISWA FASE E DI SMA Suci Yunita Sari; Rayendra; Nofri Hendri; Mutiara Felicita Amsal
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8478

Abstract

This study focuses on the development of an Augmented Reality (AR)–based learning media for teaching the topic of viruses in Biology for students in Phase E at SMA Negeri 1 Bonjol. The problem underlying this research is the difficulty faced by students in understanding the abstract and complex concept of viruses, the use of conventional teaching media that lack interactivity, and the low level of student motivation. The purpose of this research is to develop AR media that is valid, practical, and effective in improving students’ understanding and motivation in learning the virus material. The research was conducted using the ADDIE development model, which consists of the stages of Analysis, Design, Development, Implementation, and Evaluation. The product developed is an Android application named ViRex (Virus Real Experience), supported by a student worksheet (LKPD) and teacher guide. ViRex includes realistic 3D virus models, interactive AR features and offline usability. Data collection instruments included expert validation sheets, student practicality questionnaires, and pre-test and post-test for effectiveness analysis. The results of expert validation showed that the product is categorized as highly valid in both material and media aspects. The practicality test with students indicated that the application is easy to use, attractive, and engaging. Effectiveness analysis through pre-test and post-test showed a significant improvement in students’ learning outcomes and motivation. In conclusion, the AR-based learning media developed in this study is feasible, practical, and effective to be used as an innovative learning tool for teaching virus concepts in Biology for senior high school students.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY (AR ) PADA MATA PELAJARAN IPA KELAS VII DI SMP Widya Hafizah; Rayendra; Ulfia Rahmi; Reni Kurnia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8797

Abstract

enelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) pada mata pelajaran Ilmu Pengetahuan Alam (IPA) kelas VII SMP, khususnya pada materi Klasifikasi Makhluk Hidup. Latar belakang penelitian ini berawal dari rendahnya minat dan pemahaman siswa terhadap materi IPA karena pembelajaran masih berpusat pada guru serta terbatas pada penggunaan buku teks dan Lembar Kerja Siswa (LKS). Penggunaan teknologi dalam pembelajaran menjadi kebutuhan penting untuk meningkatkan kualitas dan efektivitas pembelajaran. Oleh karena itu, dikembangkanlah media pembelajaran berbasis AR yang mampu menampilkan objek tiga dimensi (3D) secara interaktif melalui perangkat smartphone, sehingga siswa dapat belajar secara lebih menarik, kontekstual, dan realistis. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahapan Analysis, Design, Development, Implementation, dan Evaluation. Produk yang dikembangkan berupa media pembelajaran AR menggunakan aplikasi Asemblr Studio yang menampilkan objek 3D mengenai klasifikasi makhluk hidup. Hasil pengujian validitas oleh ahli media dan ahli materi menunjukkan bahwa media ini termasuk dalam kategori sangat valid, sedangkan uji praktikalitas oleh guru dan siswa menunjukkan media ini sangat praktis digunakan dalam pembelajaran. Uji efektivitas juga menunjukkan adanya peningkatan hasil belajar serta motivasi siswa setelah menggunakan media ini. Dengan demikian, pengembangan media pembelajaran berbasis Augmented Reality (AR) ini terbukti efektif dalam meningkatkan minat, pemahaman, dan keterlibatan aktif siswa dalam proses pembelajaran IPA di SMP.
Implementation of Differentiated Learning in the Independent Curriculum for Fifth-Grade Science at SDN 31 Kampung Caniago, Agam Regency Fadli S; Rayendra; Zelhendri Zen; Abna Hidayati
Jurnal Penelitian Pendidikan IPA Vol 12 No 3 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i3.11611

Abstract

This study examines the effect of differentiated learning within the Independent Curriculum on students’ mastery of science content and creative thinking skills in Grade V at SDN 31 Kampung Caniago, Agam Regency. The research was motivated by the need for student-centered instruction that accommodates diverse learning needs and supports 21st-century competencies. A quantitative descriptive method with a one-shot case study design was employed. The sample consisted of 27 students selected through purposive sampling. Data were collected using observation and documentation, supported by a performance assessment instrument based on five indicators of creative thinking: fluency, flexibility, originality, elaboration, and evaluation. Data were analyzed using percentage scores and N-gain. The results showed that students’ mastery of science content reached a high level, with the highest achievement in the topic Properties and Changes of Matter (88%) and the lowest in the Solar System (75%). Creative thinking skills also improved, as indicated by an increase in N-gain from 0.63 during the preparation phase to 0.72 during the presentation phase. These findings demonstrate that differentiated learning effectively enhances both content mastery and creative thinking in elementary science learning.
Integrating Deep Learning into STEM-Based E-Modules: Advancing Quality Education (SDG 4) in Junior High School Science Dewi Kartina; Rayendra; Zelhendri Zen; Abna Hidayati
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.14035

Abstract

The rapid evolution of digital technology in the 21st century necessitates innovative teaching materials that foster deep conceptual understanding. This study aims to develop and evaluate a STEM-based electronic module (e-module) integrated with a deep learning approach for Grade IX junior high school science, specifically focusing on static and dynamic electricity. Using the Research and Development (R&D) method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the e-module was designed to incorporate interactive multimedia, STEM-based activities, and deep learning principles—emphasizing understanding, application, and reflection. Results from expert validation (media, material, and language) yielded an average score of 90.73%, indicating very high validity. Practicality testing involving students and teachers resulted in an average score of 91.82%, categorizing the module as very practical. Furthermore, the effectiveness test showed a significant improvement in student learning outcomes, with the average score rising from 62.50 to 85.63 and an N-Gain value of 0.62 (medium category). These findings demonstrate that the STEM-based e-module with a deep learning approach is a valid, practical, and effective tool for enhancing students' conceptual mastery in the digital era.
Empowering 21st-Century Learners: Enhancing Digital Literacy Through E-Literate Integration in Science Education Rayendra; Jodi Hardika
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.14343

Abstract

Digital literacy is a critical 21st-century competency that must be integrated into science education to achieve Sustainable Development Goal 4 (Quality Education). This study evaluates the effectiveness of the E-Literateapplication in enhancing students' digital literacy within the specific context of vibration and wave topics. Using a quasi-experimental pretest–posttest control group design, this research involved 60 grade VIII students divided into experimental and control groups. The research instrument utilized a performance-based digital literacy test (comprising case studies on information access, evaluation, processing, and digital ethics) to measure actual proficiency rather than mere self-perception. Data were analyzed using normalized gain (N-Gain), independent t-test, and Cohen’s effect size. The results indicated a significant difference in digital literacy improvement between the two groups (p < 0.05). The experimental group, which utilized the E-Literate app to simulate wave phenomena and verify digital information, achieved a very large effect size (d = 4.63). These findings demonstrate that the E-Literate application is not only an effective medium for mastering abstract science concepts like vibrations but also a powerful tool for bridging the digital skills gap in secondary education.