PENGEMBANGAN MEDIA AUGMENTED REALITY DENGAN APLIKASI ASSEMBLR EDU PADA MODEL PBL MATERI BANGUN RUANG DI KELAS II SDN BRINGIN 01 KOTA SEMARANG TERHADAP HASIL BELAJAR

Utilization of learning media can increase students' interest in learning and improve their understanding of the learning process. The learning outcomes of grade II students are still below the Criteria for Achieving Learning Objectives (KKTP), one of which is in the mathematics subject of building space material. This is because the teacher cannot utilize technological learning media so interest in learning is low and learning outcomes are lacking. This study aims to develop learning media and test the feasibility and effectiveness of using Augmented Reality media with the Assemblr Edu application in math material. This type of research is development research known as Research and Development (R&D) with the ADDIE model. The subject of this research is grade II students of SDN Bringin 01 which amounted to 22 students. The data analysis technique is quantitative and qualitative analysis. The data collection techniques are interviews, observations, tests, documentation, and questionnaires. Based on the results of the data analysis, the results of the media expert assessment are feasible to use with a final result of 84.6% in the category “Very Feasible” while the results of the material expert assessment are 96.4% in the category “Very Feasible”. To determine the effectiveness of the media, pre-tests and post-tests were conducted and data analysis was carried out. The results of the paired t-test with the SPSS version 23 application obtained a Sig (2-tailed) value of 0.000. Meanwhile the N-gain test results get a score of 0.734 in the “High” category. Based on the data analysis, it can be concluded that the development of Augmented Reality media with the Assemblr Edu application in mathematics subjects on the material of building space in class II SDN Bringin 01 is effectively used to improve learning outcomes.

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Publication Details

Journal
Pendas Jurnal Ilmiah Pendidikan Dasar
Published
2024-08-30
DOI
https://doi.org/10.23969/jp.v9i3.15650
Citations
1
Primary Topic
Tuberculosis Research and Epidemiology
Type
article
Field-Weighted Citation Impact
0.39
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article

PENGEMBANGAN MEDIA AUGMENTED REALITY DENGAN APLIKASI ASSEMBLR EDU PADA MODEL PBL MATERI BANGUN RUANG DI KELAS II SDN BRINGIN 01 KOTA SEMARANG TERHADAP HASIL BELAJAR

1 citations
Pendas Jurnal Ilmiah Pendidikan Dasar
Tuberculosis Research and Epidemiology
0.39
article

PENGEMBANGAN MEDIA AUGMENTED REALITY DENGAN APLIKASI ASSEMBLR EDU PADA MODEL PBL MATERI BANGUN RUANG DI KELAS II SDN BRINGIN 01 KOTA SEMARANG TERHADAP HASIL BELAJAR

article en
1 citations

Abstract

Utilization of learning media can increase students' interest in learning and improve their understanding of the learning process. The learning outcomes of grade II students are still below the Criteria for Achieving Learning Objectives (KKTP), one of which is in the mathematics subject of building space material. This is because the teacher cannot utilize technological learning media so interest in learning is low and learning outcomes are lacking. This study aims to develop learning media and test the feasibility and effectiveness of using Augmented Reality media with the Assemblr Edu application in math material. This type of research is development research known as Research and Development (R&D) with the ADDIE model. The subject of this research is grade II students of SDN Bringin 01 which amounted to 22 students. The data analysis technique is quantitative and qualitative analysis. The data collection techniques are interviews, observations, tests, documentation, and questionnaires. Based on the results of the data analysis, the results of the media expert assessment are feasible to use with a final result of 84.6% in the category “Very Feasible” while the results of the material expert assessment are 96.4% in the category “Very Feasible”. To determine the effectiveness of the media, pre-tests and post-tests were conducted and data analysis was carried out. The results of the paired t-test with the SPSS version 23 application obtained a Sig (2-tailed) value of 0.000. Meanwhile the N-gain test results get a score of 0.734 in the “High” category. Based on the data analysis, it can be concluded that the development of Augmented Reality media with the Assemblr Edu application in mathematics subjects on the material of building space in class II SDN Bringin 01 is effectively used to improve learning outcomes.

Pendas Jurnal Ilmiah Pendidikan DasarVol. 9(3)
State University of Semarang (ID)
Quality Education
Openalex Percentile: Top 33%
Tuberculosis Research and Epidemiology
0.39
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