MENINGKATKAN HASIL BELAJAR IPAS WARISAN BUDAYA MELALUI PJBL BERBANTU AUGMENTED REALITY KELAS 6 SDN PASIR - Fatmasari, Karina; Az-Zahra, Fatimah; Muhyidin, Ilham; Uliarta Br Sitorus, Jesika; Risnayani, Risnayani; Gustian Nugraha, Rana (Pusat Pengembangan Pendidikan dan Penelitian Indonesia, 2026)
This study was motivated by the difficulties students had in understanding the material on Indonesia's World Cultural Heritage, which was too theoretical in nature, covering philosophical values, history, and UNESCO's role in its preservation. The abstract nature of the material meant that students were less actively involved and their learning outcomes were not optimal. This study aims to improve the learning outcomes of Natural and Social Sciences (IPAS) for sixth-grade students at SDN Pasir through the application of Project-based Learning (PjBL) assisted by Augmented Reality (AR) with a deep learning approach. The method used was Kemmis and McTaggart's Classroom Action Research (CAR) model for two cycles, with data collection through observation, interviews, and cognitive tests (pre-test and post-test), which were analyzed descriptively. The results of the study showed a significant increase in the cognitive domain of students as well as development in the affective and psychomotor domains. In Cycle I, classical learning completeness reached 91.66% and increased to 100% in Cycle II. These findings confirm that the AR-based PjBL approach is in line with the principles of deep learning and is able to increase engagement, conceptual understanding, and provide a fun learning experience. ABSTRAK Penelitian ini dilatarbelakangi oleh kesulitan peserta didik dalam memahami materi Warisan Budaya Indonesia yang Mendunia, yang bersifat terlalu teoritis, mencakup nilai filosofis, sejarah, dan peran UNESCO dalam pelestariannya. Sifat materi yang abstrak menyebabkan peserta didik kurang terlibat aktif dan hasil belajar mereka belum optimal. Penelitian ini bertujuan untuk meningkatkan hasil belajar Ilmu Pengetahuan Alam dan Sosial (IPAS) peserta didik kelas VI SDN Pasir melalui penerapan Project-based Learning (PjBL) berbantuan Augmented Reality (AR) dengan pendekatan deep learning. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart selama dua siklus, dengan pengumpulan data melalui observasi, wawancara, dan tes kognitif (pre-test dan post-test), yang dianalisis secara deskriptif. Hasil penelitian menunjukkan peningkatan signifikan pada ranah kognitif peserta didik serta perkembangan pada ranah afektif dan psikomotorik. Pada Siklus I, ketuntasan belajar klasikal mencapai 91,66%, dan meningkat menjadi 100% pada Siklus II. Temuan ini menegaskan bahwa pendekatan PjBL berbasis AR selaras dengan prinsip deep learning dan mampu meningkatkan keterlibatan, pemahaman konseptual, serta memberikan pengalaman belajar yang menyenangkan.