PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS AUGMENTED REALITY UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK KELAS XI SMAN 8 SELAYAR - Fitra Angrayuni; Muharram Muharram; Hasri Hasri (ACADEMIA: Jurnal Inovasi Riset Akademik, 2026)
This study aims to develop an interactive Augmented Reality (AR)-based learning medium on chemical bonding material for eleventh-grade students of SMAN 8 Selayar and analyze its effect on students’ motivation and learning outcomes. The study was motivated by the low motivation and achievement in chemistry learning, especially in chemical bonding material, which is abstract and difficult to understand through conventional methods. Therefore, an interactive medium that can visualize concepts more concretely and attractively is needed. This research employed a Research and Development (R&D) method using the ADDIE model, consisting of Analyze, Design, Development, Implementation, and Evaluation stages. The analysis stage identified students’ needs and learning problems, while the design stage included material organization, interface design, navigation, and application features. The development stage produced an AR-based learning medium equipped with 3D animations, instructional videos, interactive exercises, and evaluation tools. The product was tested on eleventh-grade students and improved based on evaluation results. Data were collected through expert validation, questionnaires, observations, learning motivation instruments, and learning outcome tests, then analyzed descriptively and quantitatively to determine the validity, practicality, and effectiveness of the developed media. ABSTRAK Penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis Augmented Reality (AR) pada materi ikatan kimia untuk peserta didik kelas XI SMAN 8 Selayar serta menganalisis pengaruhnya terhadap motivasi dan hasil belajar. Penelitian dilatarbelakangi oleh rendahnya motivasi dan hasil belajar kimia, khususnya pada materi ikatan kimia yang bersifat abstrak sehingga sulit dipahami melalui pembelajaran konvensional. Oleh karena itu, diperlukan media yang mampu memvisualisasikan konsep secara konkret, menarik, dan interaktif agar peserta didik lebih aktif dalam proses pembelajaran. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analyze, Design, Development, Implementation, dan Evaluation. Tahap analisis dilakukan untuk mengidentifikasi kebutuhan peserta didik dan permasalahan pembelajaran. Tahap desain mencakup penyusunan materi, rancangan antarmuka, navigasi, dan fitur aplikasi. Selanjutnya, tahap pengembangan menghasilkan media AR yang dilengkapi animasi tiga dimensi, video pembelajaran, latihan soal interaktif, dan evaluasi pembelajaran. Produk kemudian diuji coba pada peserta didik kelas XI dan diperbaiki berdasarkan hasil evaluasi. Data penelitian diperoleh melalui validasi ahli, angket respons guru dan peserta didik, observasi, angket motivasi belajar, serta tes hasil belajar yang dianalisis secara deskriptif kuantitatif.