E-LKPD Berbasis STEAM Dengan Teknologi Augmented Reality (AR) : Upaya Melatih Berpikir Kreatif
T This research aims to develop and convey the feasibility and user response to E-LKPD assisted by the Augmented Reality (AR) application with a STEAM approach to train creative thinking skills (creative thinking) of class XII students. The research uses the Research and Development (R&D) method with the development of the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The research subjects consisted of material validation by 3 expert validators, media validation by 3 expert validators, teacher responses by 2 educators, and student responses by 68 class XII students at SMA 2 Perintis Bandar Lampung and SMAN 01 Tanjung Raya Mesuji Lampung. Validation results by material and media experts show a very high level of feasibility, with percentages of 89% and 86% respectively. The response from educators and students was also very positive regarding the attractiveness and feasibility of the E-LKPD being developed, with trial results reaching 91% for educators, 88% for small group trials, and 86% for field trials. Based on these results, it can be concluded that the development of AR-assisted E-LKPD with a STEAM approach is declared feasible and interesting as physics teaching material in class XII.
Authors
- Reza Lika Sari
- Antomi Saregar
- Sodikin
Institutions
- Universitas Islam Negeri Raden Intan Lampung (ID)
Publication Details
- Journal
- Kappa Journal
- Published
- 2024-12-28
- DOI
- https://doi.org/10.29408/kpj.v8i3.28414
- Primary Topic
- Edcuational Technology Systems
- Type
- article
- Field-Weighted Citation Impact
- 0.00