Penerapan Media Pembelajaran Augmented Reality Pada Peserta Didik Kelas IV Sekolah Dasar Kabupaten Mamuju Tengah - Tungka, Andi Tenri; Yunus, Muhammad; Hamid, Sundari (Jounal of Primary Education, 2024)
Penelitian ini berpusat pada penerapan media pembelajaran berupa aplikasi menggunakan teknologi Augmented Reality. Minimnya pemanfaatan dan penggunaan teknologi sesuai inovasi media pembelajaran dan kurang mendukung media pembelajaran Matematika khususnya materi bangun ruang yang sesuai dengan perkembangan zaman menjadikan kebutuhan dikembangkannya media ini. Produk yang dikembangkan ialah media pembelajaran Augmented Reality. Tujuan dari penelitian ini ialah penerapan media pembelajaran yang diharapkan mampu dijadikan alternatif media pembelajaran untuk siswa dalam meningkatkan pemahaman materi dan motivasi belajar sehingga tujuan adanya pembelajaran bisa terpenuhi secara optimal. Metode penelitian ini adalah R&D (Research and Development) dan dikembangkan menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek yang menjadi uji coba dalam penelitian ini adalah peserta didik kelas IV. Pengujian kelayakan produk di nilai oleh dua ahli dengan hasil persentase kelayakan media sebesar 86,85% dengan kriteria “Sangat Layak”. Persentase rata-rata hasil respons guru adalah sebesar 93,85% dengan kriteria “Sangat Baik”. Adapun, persentase rata-rata hasil respons peserta didik sebesar 92,75% dengan kriteria “Sangat Baik”. Dari hasil penelitian tersebut dapat dikatakan bahwa media pembelajaran Augmented Reality layak dan praktis untuk digunakan sebagai media pembelajaran Matematika. Tingkat keberhasilan atau keefektifan media pembelajaran Augmented Reality dilihat tes dari hasil belajar peserta didik. Peserta didik memperoleh nilai rata-rata hasil belajar adalah 76,6 dan 80% nilai KKTP (Kriteria Ketuntasan Tujuan Pembelajaran) yang telah dicapai semua peserta didik diatas nilai ketuntasan 66 – 85% yang telah ditetapkan sekolah. This research centers on the application of learning media in the form of applications using Augmented Reality technology. The lack of utilization and use of technology in accordance with learning media innovation and lack of support for learning media Mathematics, especially the material of building space in accordance with the times makes the need to develop this media. The product developed is Augmented Reality learning media. The purpose of this research is the application of learning media that is expected to be able to be used as an alternative learning media for students in improving material understanding and learning motivation so that the purpose of learning can be fulfilled optimally. This research method is R&D (Research and Development) and was developed using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects who were tested in this study were fourth grade students. Product feasibility testing was assessed by two experts with the results of the percentage of media feasibility of 86.85% with the criteria “Very Feasible”. The average percentage of teacher response results is 93.85% with “Very Good” criteria. Meanwhile, the average percentage of student response results was 92.75% with the criteria “Very Good”. From the results of this study, it can be said that Augmented Reality learning media is feasible and practical to use as a learning media for Mathematics. The level of success or effectiveness of Augmented Reality learning media is seen from the test of student learning outcomes. Learners obtained an average score of 76.6 learning outcomes and 80% of KKTP (Criteria for Completion of Learning Objectives) values that have been achieved by all students above the 66 - 85% completeness value set by the school.