Materi virus dalam pembelajaran biologi memiliki karakteristik abstrak dan kompleks sehingga sering menimbulkan kesulitan pemahaman konsep pada peserta didik. Penelitian ini bertujuan untuk mengukur efektivitas E-book berbasis AR yang dikembangkan dengan metode R&D pada materi virus ditinjau dari aspek validitas, kepraktisan, dan keefektifan untuk melatihkan pemahaman konsep peserta didik. Penelitian ini menggunakan metode penelitian dan pengembangan dengan tahapan pengembangan media, uji validitas oleh ahli, uji kepraktisan, serta uji keefektifan melalui pretest dan posttest. Subjek penelitian adalah peserta didik kelas X SMAN 17 Surabaya. Data dianalisis menggunakan teknik analisis deskriptif kuantitatif, uji kepraktisan, serta perhitungan N-gain untuk mengukur peningkatan pemahaman konsep. Hasil penelitian menunjukkan bahwa E-book memperoleh nilai validitas rata-rata sebesar 92,18% dengan kategori sangat valid dan nilai kepraktisan sebesar 99,36% dengan kategori sangat praktis. Selain itu, E-book terbukti sangat efektif dalam melatihkan pemahaman konsep peserta didik dengan nilai rata-rata N-gain sebesar 0,77 yang termasuk kategori tinggi, serta peningkatan pada seluruh indikator pemahaman konsep termasuk kategori sedang hingga tinggi. Berdasarkan hasil tersebut, dapat disimpulkan bahwa E-book metode mnemonik berbasis Augmented Reality efektif digunakan sebagai media pembelajaran biologi pada materi virus. Kata Kunci: E-book, metode mnemonik, Augmented Realty, virus Virus material in biology learning has abstract and complex characteristics, which often cause difficulties for students in understanding concepts. This study aims to measure the effectiveness of an Augmented Reality (AR)-based E-book developed using the Research and Development (R&D) method on virus material in terms of validity, practicality, and effectiveness in training students’ conceptual understanding. This study employed a research and development method that included stages of media development, validity testing by experts, practicality testing, and effectiveness testing through pretest and posttest. The research subjects were tenth-grade students of SMAN 17 Surabaya. The data were analyzed using quantitative descriptive analysis techniques, practicality analysis, and N-gain calculations to measure the improvement of conceptual understanding. The results showed that the E-book obtained an average validity score of 92.18% which falls into the very valid category and a practicality score of 99.36% which is categorized as very practical. In addition, the E-book proved to be highly effective in training students’ conceptual understanding, with an average N-gain score of 0.77 which is classified as high. Improvements were also found across all indicators of conceptual understanding, ranging from moderate to high categories. Based on these results, it can be concluded that the mnemonic method-based Augmented Reality E-book is effective for use as a biology learning medium on virus material. Keywords: E-book, mnemonic method, Augmented Reality, conceptual understanding, virus
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