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Development of Project-Based E-Instruments Assisted by Digital Learning Platforms to Enhance Student Creativity in Indonesian Language Lessons Eri Suryaningsih; Sri Lastuti; Nurul Fauziah
Journal of Educational Sciences Vol. 10 No. 5 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.5.p.1050-1066

Abstract

The creativity crisis among elementary school students, especially in the upper grades, has become a serious problem in education. If not addressed immediately, this problem can hamper students' competitiveness before they fully develop their potential. Creativity refers to the ability to generate new ideas and find solutions to any problem. However, many students still struggle with decision-making and innovation. Departing from this problem, this study aims to develop an e-based instrument to enhance student creativity. This e-instrument integrates various learning supports, including teaching modules, worksheets, creativity assessment instruments, and interactive quizzes. This instrument is designed according to the syntax of the Project-Based Learning (PjBL) model and aligns with creativity indicators, enabling students to complete projects without relying on stationery. This study uses the Research and Development (R&D) method with the Nieveen model, which consists of preliminary research, prototyping, summative evaluation, and Systematic Reflection and Documentation Stage. The results show that the e-instrument achieves a high level of validity with an average score of 0.80 (valid category). Its practicality reached 93.41% from teachers and 81.39% from students (both very practical). The N-gain score was 0.61 (moderate). Therefore, the developed E-instrument is valid, practical, and effective in improving student creativity.
Project-Based Learning for Assemblr Edu Augmented Reality Media: Products and Experiences of Primary School Teacher Education Students Fauziah, Nurul; Khusaini, Fakhri; Ummah, Rakhmatul
Journal of Authentic Research Vol. 5 No. 3 (2026): August
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/q2z6n050

Abstract

The development of digital technology requires prospective teachers to have the ability to design innovative, technology-based learning media. This study, involving 35 primary school teacher education students, aims to describe the implementation of Project-Based Learning (PjBL) in the development of Augmented Reality (AR)-based learning media using Assemblr Edu and to examine the products and learning experiences of the students. This study uses a qualitative descriptive approach with a case study design. The research subjects consisted of 35 primary school teacher education students taking the Learning Multimedia course. Data were collected through observation, interviews, and documentation of students' AR products. Data analysis was carried out using the Miles, Huberman, and Saldaña model through the stages of data condensation, data display, and conclusion drawing. The results showed that the implementation of PjBL was carried out in a "very good" category with an implementation percentage of 89%, while the interview results indicated an increase in collaboration skills (90%), the development of digital technology skills (80%), and an increase in creativity (70%). The analysis of AR media products showed that students were able to develop media with good aspects of material suitability, visual design, and interactivity. This research practically contributes to the development of digital, collaborative, and creative competencies for prospective elementary school teachers through authentic project-based learning experiences. The research findings indicate that the application of Assemblr Edu AR-based PjBL provides authentic learning experiences that support the development of digital competencies, creativity, and the ability of primary school teacher education students to produce innovative learning media.