ABSTRACT The low level of students' creativity in Informatics learning, particularly in hardware materials, is attributed to the use of conventional instructional media that are less able to provide concrete and interactive learning experiences. This study aimed to develop an Augmented Reality-based learning application integrated with gamification through the Blooket platform, as well as to analyze its feasibility, practicality, and effectiveness in improving students' creativity in learning hardware materials. The research employed the Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The participants were 18 students from SD IT Al-Azzam. Data were collected through media expert validation sheets, material expert validation sheets, student response questionnaires, and pretest–posttest assessments. The results showed that the developed learning media was categorized as highly feasible, improved students' learning outcomes with a high level of improvement, received highly positive responses in terms of practicality, and enhanced students' creativity from the moderate to the very high category. Therefore, the Augmented Reality-based learning application integrated with gamification through the Blooket platform is considered valid, practical, and effective in improving elementary school students' creativity in learning hardware materials. ABSTRAK Rendahnya kreativitas siswa dalam pembelajaran informatika, khususnya pada materi hardware, disebabkan oleh penggunaan media pembelajaran yang masih bersifat konvensional sehingga kurang mampu memberikan pengalaman belajar yang konkret dan interaktif. Penelitian ini bertujuan untuk mengembangkan aplikasi Augmented Reality berbasis gamifikasi yang terintegrasi dengan platform Blooket, serta menganalisis kelayakan, kepraktisan, dan efektivitasnya dalam meningkatkan kreativitas siswa pada materi hardware. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas 18 siswa SD IT Al-Azzam. Pengumpulan data dilakukan melalui lembar validasi ahli media, validasi ahli materi, angket respons siswa, serta tes pretest dan posttest. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan tergolong sangat layak, mampu meningkatkan hasil belajar dengan kategori tinggi, memperoleh respons siswa yang sangat praktis, serta meningkatkan kreativitas siswa dari kategori sedang menjadi sangat tinggi. Dengan demikian, aplikasi Augmented Reality berbasis gamifikasi terintegrasi Blooket dinyatakan valid, praktis, dan efektif dalam meningkatkan kreativitas siswa pada materi hardware di sekolah dasar.
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