PENGEMBANGAN MEDIA SEDIA (SELANG DIGESTI INTERAKTIF BERBASIS AUGMENTED REALITY) PADA MATERI SISTEM PENCERNAAN MANUSIA UNTUK MENINGKATKAN PEMAHAMAN KONSEP IPAS SISWA FASE C

Conceptual understanding is a core competence in Natural and Social Sciences (IPAS) learning, yet students often struggle to build it because the content contains many terms and abstract processes. The human digestive system is a clear example: the process occurs inside the body and cannot be observed directly, while the media used in schools remain conventional. A preliminary interview showed that about 33% of students at SDN 64 Mataram scored below the minimum mastery criterion (KKM) on this topic. This study aimed to develop SEDIA (Selang Digesti Interaktif AR), a hybrid medium that combines a physical transparent-hose model with Augmented Reality (AR) markers built on Assemblr Edu, and to test its validity, practicality, and effectiveness in improving students' conceptual understanding. This research and development study followed the Alessi and Trollip model (planning, design, and development). One media expert and one content expert validated the medium, which was then tried out on 12 sixth-grade students and two teachers at SDN 64 Mataram using a one-group pretest-posttest design. Data were analyzed using percentage scores, a paired t-test, N-Gain, and classical mastery. The results showed that SEDIA was very valid (91.67%) and very practical (95.21%). The mean score rose from 59.00 to 84.67 (t-value 8.52 > t-table 2.201; Sig. 0.000), with a mean N-Gain of 0.63 (moderate) and classical mastery of 91.67%. SEDIA is therefore feasible and effective, although the one-group design and the small sample limit generalization.

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Journal
Pendas Jurnal Ilmiah Pendidikan Dasar
Published
2026-11-07
DOI
https://doi.org/10.23969/jp.v11i04.73411
Primary Topic
Augmented Reality Applications
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article
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article

PENGEMBANGAN MEDIA SEDIA (SELANG DIGESTI INTERAKTIF BERBASIS AUGMENTED REALITY) PADA MATERI SISTEM PENCERNAAN MANUSIA UNTUK MENINGKATKAN PEMAHAMAN KONSEP IPAS SISWA FASE C

Ida Ermiana, Ni Made Yeni Suranti, Nanda Faridatul Aulia
Pendas Jurnal Ilmiah Pendidikan Dasar
Augmented Reality Applications
article

PENGEMBANGAN MEDIA SEDIA (SELANG DIGESTI INTERAKTIF BERBASIS AUGMENTED REALITY) PADA MATERI SISTEM PENCERNAAN MANUSIA UNTUK MENINGKATKAN PEMAHAMAN KONSEP IPAS SISWA FASE C

Ida Ermiana, Ni Made Yeni Suranti, Nanda Faridatul Aulia
article en

Abstract

Conceptual understanding is a core competence in Natural and Social Sciences (IPAS) learning, yet students often struggle to build it because the content contains many terms and abstract processes. The human digestive system is a clear example: the process occurs inside the body and cannot be observed directly, while the media used in schools remain conventional. A preliminary interview showed that about 33% of students at SDN 64 Mataram scored below the minimum mastery criterion (KKM) on this topic. This study aimed to develop SEDIA (Selang Digesti Interaktif AR), a hybrid medium that combines a physical transparent-hose model with Augmented Reality (AR) markers built on Assemblr Edu, and to test its validity, practicality, and effectiveness in improving students' conceptual understanding. This research and development study followed the Alessi and Trollip model (planning, design, and development). One media expert and one content expert validated the medium, which was then tried out on 12 sixth-grade students and two teachers at SDN 64 Mataram using a one-group pretest-posttest design. Data were analyzed using percentage scores, a paired t-test, N-Gain, and classical mastery. The results showed that SEDIA was very valid (91.67%) and very practical (95.21%). The mean score rose from 59.00 to 84.67 (t-value 8.52 > t-table 2.201; Sig. 0.000), with a mean N-Gain of 0.63 (moderate) and classical mastery of 91.67%. SEDIA is therefore feasible and effective, although the one-group design and the small sample limit generalization.

Pendas Jurnal Ilmiah Pendidikan DasarVol. 11(04)
University of Mataram (ID)
Quality education
Openalex Percentile: Top 22%
Augmented Reality Applications
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