PENGEMBANGAN MODUL MATEMATIKA BERBASIS PBL BERBANTUAN AUGMENTED REALITY UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF SISWA SMA

Authors

  • Susilawati Susilawati Institut Al-Bahjah Cirebon
  • Ana Khofifahturizqi Institut Al-Bahjah Cirebon
  • Budi Manfaat Universitas Islam Negeri Siber Syekh Nurjati Cirebon
  • Berliani Dwitifani Hermanto Institut Al-Bahjah Cirebon
  • Shinta Izatul Lailah Institut Al-Bahjah Cirebon

DOI:

https://doi.org/10.24127/ajpm.v15i2.13889

Keywords:

Augmented reality, berpikir kreatif, modul, problem based learning

Abstract

Masalah utama dalam pembelajaran matematika saat ini adalah rendahnya kemampuan berpikir kreatif siswa. Salah satu penyebabnya adalah keterbatasan bahan ajar yang mendukung pengembangan kemampuan berpikir kreatif. Berdasarkan hasil wawancara dengan guru dan siswa di salah satu SMA Kabupaten Cirebon menunjukkan bahwa bahan ajar yang digunakan masih terbatas pada buku teks dan belum memanfaatkan media berbasis teknologi untuk mendukung kemampuan berpikir kreatif matematis siswa. Penelitian ini bertujuan mengembangkan modul matematika yang menggabungkan pendekatan Problem Based Learning (PBL) dengan berbantuan teknologi Augmented Reality (AR) untuk meningkatkan kemampuan berpikir kreatif siswa. Penelitian ini mengadopsi model pengembangan ADDIE yang mencakup lima langkah diantaranya Analysis (analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Subjek penelitian ini 50 siswa kelas XII di salah satu SMA di Kabupaten Cirebon. Hasil penelitian menunjukkan bahwa modul yang dikembangkan memperoleh validasi dari ahli materi sebesar 87% dan dari ahli media sebesar 85,3%, keduanya termasuk dalam kategori sangat valid. Modul ini juga dinilai praktis dengan skor kepraktisan mencapai 84,6%. Efektivitas modul ditunjukkan oleh nilai N-Gain sebesar 76% yang diperoleh dari hasil tes kemampuan berpikir kreatif matematis siswa melalui pretest dan posttest, sehingga termasuk dalam kategori efektif. Modul matematika berbantuan Augmented Reality berbasis Problem Based Learning ini menjadi salah satu bahan ajar inovatif untuk mendukung pengembangan kemampuan berpikir kreatif siswa.

 

The main problem in mathematics learning today is the low level of students' creative thinking skills. One of the causes is the limited availability of teaching materials that support the development of creative thinking skills. Based on interviews with teachers and students at a high school in Cirebon Regency, it was shown that the teaching materials used were still limited to textbooks and had not utilized technology-based media to support students' mathematical creative thinking skills. This study aims to develop a mathematics module that combines the Problem Based Learning (PBL) approach with the assistance of Augmented Reality (AR) technology to improve students' creative thinking skills. This study adopted the ADDIE development model which includes five steps including Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were 50 12th grade students at a high school in Cirebon Regency. The results showed that the developed module received validation from material experts of 87% and from media experts of 85.3%, both of which are included in the very valid category. This module was also considered practical with a practicality score reaching 84.6%. The effectiveness of the module is demonstrated by the N-Gain value of 76% obtained from the results of the students' mathematical creative thinking ability test through the pretest and posttest, so it is included in the effective category. This Augmented Reality-assisted mathematics module based on Problem Based Learning is one of the innovative teaching materials to support the development of students' creative thinking abilities.

Author Biographies

Budi Manfaat, Universitas Islam Negeri Siber Syekh Nurjati Cirebon

Tadris Matematika

Berliani Dwitifani Hermanto, Institut Al-Bahjah Cirebon

Tadris Matematika

References

Aldo, N., Revita, R., & Nurdin, E. (2021). Pengembangan Modul Berbasis Problem Based Learning pada Materi Statistika SMP Kelas VIII. JRPM (Jurnal Review Pembelajaran Matematika), 6(2), Article 2. https://doi.org/10.15642/jrpm.2021.6.2.115-129

Andayani, S., & Pratama, Y. (2022). Pengembangan Modul Matematika Dasar Berbasis Problem Based Learning Untuk Meningkatkan Kemampuan Pemecahan Masalah. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 11(1), Article 1. https://doi.org/10.24127/ajpm.v11i1.4806

Anggraini, K., Ariyanti, G., & Susilaningsih, C. Y. (2026). Developing AI-Based Mathematics Learning Media to Foster Learning Independence in Early Childhood Education: An ADDIE-Based Study. European Journal of Educational Research, 15(3), 843–853. https://doi.org/10.12973/eu-jer.15.3.843

Arifuddin, A., Wahyudin, W., Prabawanto, S., Yasin, M., & Elizanti, D. (2022). The Effectiveness of Augmented Reality-Assisted Scientific Approach to Improve Mathematical Creative Thinking Ability of Elementary School Students. Al Ibtida: Jurnal Pendidikan Guru MI, 9(2), 444–455. https://doi.org/10.24235/al.ibtida.snj.v9i2.11647

Asmar, S. E., Armiati, A., Arnawa, I. M., & Yarman, Y. (2024). Pengembangan Modul Ajar Matematika Berbasis Problem Based Learning Untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis Siswa Kelas VII SMP. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 13(1), 304–314. https://doi.org/10.24127/ajpm.v13i1.8368

Asmianto, Hafiizh, M., Rahmadani, D., Pusawidjayanti, K., & Wahyuningsih, S. (2022). Developing Android-Based Interactive E-Modules on Trigonometry to Enhance the Learning Motivation of Students. International Journal of Interactive Mobile Technologies (iJIM), 16(02), 159–170. https://doi.org/10.3991/ijim.v16i02.27503

Aulia, E. T., & Prahmana, R. C. I. (2022). Developing Interactive E-Module Based on Realistic Mathematics Education Approach and Mathematical Literacy Ability. Jurnal Elemen, 8(1), 231–249. https://doi.org/10.29408/jel.v8i1.4569

Az-zahra, F. A., Lukman, H. S., & Balkist, P. S. (2023). Development of PBL-Based Mathematics Teaching Modules to Improve The Mathematical Critical Thinking Skills of Elementary School Students. INOMATIKA, 5(2), 131–150. https://doi.org/10.35438/inomatika.v5i2.392

Bicer, A., Aleksani, H., Butler, C., Jackson, T., Smith, T. D., & Bostick, M. (2024). Mathematical creativity in upper elementary school mathematics curricula. Thinking Skills and Creativity, 51, 101462. https://doi.org/10.1016/j.tsc.2024.101462

Dargan, S., Bansal, S., Kumar, M., Mittal, A., & Kumar, K. (2023). Augmented Reality: A Comprehensive Review. Archives of Computational Methods in Engineering, 30(2), 1057–1080. https://doi.org/10.1007/s11831-022-09831-7

Demitriadou, E., Stavroulia, K.-E., & Lanitis, A. (2020). Comparative evaluation of virtual and augmented reality for teaching mathematics in primary education. Education and Information Technologies, 25(1), 381–401. https://doi.org/10.1007/s10639-019-09973-5

Dina, R., Asmar, A., Yerizon, Y., & Syarifuddin, H. (2022). Improving Students’ Mathematical Critical and Creative Thinking Skills Through Problem Based Learning (PBL) E-Module Development. International Journal of Progressive Sciences and Technologies, 36(1), 116–126. https://doi.org/10.52155/ijpsat.v36.1.4763

Dwijayanti, I., Nugroho, A. A., & Pratiwi, Y. I. (2020). Meta-analysis: Effect of problem approach and inquiry approach toward students’ cathematical critical thinking skill over the past 4 years. Al-Jabar : Jurnal Pendidikan Matematika, 11(1), 1–10. https://doi.org/10.24042/ajpm.v11i1.4944

English, L. D. (2023). Ways of thinking in STEM-based problem solving. ZDM – Mathematics Education, 55(7), 1219–1230. https://doi.org/10.1007/s11858-023-01474-7

Fathoni, M. I. A., Kurniawati, N., Darmawan, P., & Lestari, I. W. (2025). Augmented Reality-Based Graph Theory e-Module for Problem-Solving. The International Journal of Science, Mathematics and Technology Learning, 33(1), 227–251. https://doi.org/10.18848/2327-7971/CGP/v33i01/227-251

Juanda, F., Festiyed, F., Asrizal, A., & Dewi, W. S. (2023). The Effect of Electronic Modules Based on Problem-Based Learning on Creative Thinking Ability. Physics Learning and Education, 1(2), 211–216. https://doi.org/10.24036/ple.v1i4.75

Kim, K. M., & Md-Ali, R. (2017). Geogebra: Towards realizing 21st century learning in mathematics education. Malaysian Journal of Learning and Instruction, (Special Issue), 93–115. https://doi.org/10.32890/mjli.2017.7799

Mashuri, S., Tahmir, S., Talib, A., & Ihsan, H. (2025). Problem-Based Learning in Mathematics Education: A Bibliometric Analysis of Key Trends and Future Directions in the Last Decade. Educational Process: International Journal, 18(e2025419) https://doi.org/10.22521/edupij.2025.18.419

Mursid, R., Saragih, A. H., & Hartono, R. (2022). The Effect of the Blended Project-Based Learning Model and Creative Thinking Ability on Engineering Students’ Learning Outcomes. International Journal of Education in Mathematics, Science and Technology, 10(1), 218–235. https://eric.ed.gov/?id=EJ1330386

Mustadi, A., Sayekti, O. M., Rochmah, E. N., Zubaidah, E., Sugiarsih, S., & Schulze, K. M. (2021). Pancalis: Android-based leaning media for early reading in new normal. Jurnal Cakrawala Pendidikan, 41(1), 71–82. https://doi.org/10.21831/cp.v41i1.45883

Musyafak, M., Supandi, S., Wardani, B., & Pramadyahsari, A. S. (2024). Efektifitas Penerapan Pembelajaran Kontekstual Untuk Meningkatkan Kemampuan Literasi Numerasi Peserta Didik SMKN 7 Semarang. Jurnal Penelitian Pembelajaran Matematika Sekolah (JP2MS), 8(2), 167–176. https://doi.org/10.33369/jp2ms.8.2.167-176

Nadzri, A. Y. N. M., Ayub, A. F. M., & Zulkifli, N. N. (2023). The Effect of Using Augmented Reality Module in Learning Geometry on Mathematics Performance among Primary Students. International Journal of Information and Education Technology, 13(9), 1478–1486. https://doi.org/10.18178/ijiet.2023.13.9.1952

Nesri, F. D. P., & Kristanto, Y. D. (2020). Pengembangan Modul Ajar Berbantuan Teknologi untuk Mengembangkan Kecakapan Abad 21 Siswa. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(3), 480–492. https://doi.org/10.24127/ajpm.v9i3.2925

Nufus, H., Muhandaz, R., Hasanuddin, Nurdin, E., Ariawan, R., Fineldi, R. J., Hayati, I. R., & Situmorang, D. D. B. (2024). Analyzing the students’ mathematical creative thinking ability in terms of self-regulated learning: How do we find what we are looking for? Heliyon, 10(3). https://doi.org/10.1016/j.heliyon.2024.e24871

Olivia, N., Fitria, Y., Ahmad, S., Rakimahwati, R., & Sayfullooh, I. A. (2024). Developing Interactive Learning Media Based on Realistic Mathematics Education for Merdeka Curriculum in Elementary Schools. Mosharafa: Jurnal Pendidikan Matematika, 13(1), 63–74. https://doi.org/10.31980/mosharafa.v13i1.1976

Papanastasiou, G., Drigas, A., Skianis, C., Lytras, M., & Papanastasiou, E. (2019). Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills. Virtual Reality, 23(4), 425–436. https://doi.org/10.1007/s10055-018-0363-2

Prayitno, A., Hamid, A., & Sulistiyah, N. (2026). How game–project learning enhances creative thinking in elementary geometry? International Journal of Evaluation and Research in Education (IJERE), 15(2), 1698–1710. https://doi.org/10.11591/ijere.v15i2.38692

Purwati, S., & Alberida, H. (2022). Profile of Students’ Creative Thinking Skills in High School. Thinking Skills and Creativity Journal, 5(1), 22–27. https://doi.org/10.23887/tscj.v5i1.45432

Puspita, G., Pasaribu, F. T., & Ramalisa, Y. (2024). Pengembangan E-Modul Berbasis Proyek Design Thinking Berbantuan Augmented Reality (AR) Untuk Meningkatkan Kemampuan Berpikir Kreatif. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 13(3), 826–837. https://doi.org/10.24127/ajpm.v13i3.8786

Richardo, R., Wijaya, A., Rochmadi, T., Abdullah, A. A., Nurkhamid, Astuti, A. W., & Hidayah, K. N. (2023). Ethnomathematics Augmented Reality: Android-Based Learning Multimedia to Improve Creative Thinking Skills on Geometry. International Journal of Information and Education Technology, 13(4), 731–737. https://doi.org/10.18178/ijiet.2023.13.4.1860

Rossano, V., Lanzilotti, R., Cazzolla, A., & Roselli, T. (2020). Augmented Reality to Support Geometry Learning. https://doi.org/10.1109/ACCESS.2020.3000990

Sbaih. (2023). Creative thinking in students of mathematics in universities and its relationship with some variables. Perspektivy nauki i obrazovania – Perspectives of Science and Education, 64(4), 108–124. https://doi.org/10.32744/pse.2023.4.7

Setiyani, Waluya, S. B., Sukestiyarno, Y. L., & Cahyono, A. N. (2022). E-Module Design Using Kvisoft Flipbook Application Based on Mathematics Creative Thinking Ability for Junior High Schools. International Journal of Interactive Mobile Technologies (iJIM), 16(04), 116–136. https://doi.org/10.3991/ijim.v16i04.25329

Simanjuntak, M. P., Hutahaean, J., Marpaung, N., & Ramadhani, D. (2021). Effectiveness of problem-based learning combined with computer simulation on students’ problem-solving and creative thinking skills. International Journal of Instruction, 14(3), 519–534. https://doi.org/10.29333/iji.2021.14330a

Sirajudin, N., Suratno, J., & Pamuti. (2021). Developing creativity through STEM education. Journal of Physics: Conference Series, 1806(1), 012211. https://doi.org/10.1088/1742-6596/1806/1/012211

Sugianto, S. B. W. (2025). Problem-Based Learning based on Electronic Module: Students’ Mathematical Communication Process in terms of Cognitive Style. Educational Process: International Journal. https://doi.org/10.22521/edupij.2025.16.222

Sunzuma, G., & Umbara, U. (2025). Ethnomathematics-based technology in Indonesia: A systematic review. Asian Journal for Mathematics Education, 4(1), 129–153. https://doi.org/10.1177/27527263241305812

Syahril, R. F., Saragih, S., & Suanto, E. (2023). Pengembangan Modul Ajar Berbasis Problem Based Learning Untuk Memfasilitasi Kecakapan Pemecahan Masalah Matematis. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 12(2), 1987–1997. https://doi.org/10.24127/ajpm.v12i2.6923

Szabo, Z. K., Körtesi, P., Guncaga, J., Szabo, D., & Neag, R. (2020). Examples of Problem-Solving Strategies in Mathematics Education Supporting the Sustainability of 21st-Century Skills. Sustainability, 12(23). https://doi.org/10.3390/su122310113

Toheri, Winarso, W., & Haqq, A. A. (2020). Where Exactly for Enhance Critical and Creative Thinking: The Use of Problem Posing or Contextual Learning. European Journal of Educational Research, 9(2), 877–887. https://eric.ed.gov/?id=EJ1250377

Ulger, K. (2018). The effect of problem-based learning on the creative thinking and critical thinking disposition of students in visual arts education. Interdisciplinary Journal of Problem-Based Learning, 12(1),. https://doi.org/10.7771/1541-5015.1649

Usman, K., Ibrahim, N. M., Takaendengan, B. R., & Pauweni, K. A. Y. (2025). Pengembangan E-LKPD Berbasis Pendekatan Saintifik Pada Materi Sistem Persamaan Linear Tiga Variabel. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 14(1), 29–37. https://doi.org/10.24127/ajpm.v14i1.9180

Utami, R. A., Ernawati, Nelmira, W., & Hafidza, H. (2025). Digital Learning Modules: Perspectives On Usability, Content Quality, And Effectiveness. Jurnal Teknologi Pendidikan : Jurnal Penelitian Dan Pengembangan Pembelajaran, 10(4), 639–646. https://doi.org/10.33394/jtp.v10i4.17561

Wang, Y., Liu, W., Yu, X., Li, B., & Wang, Q. (2024). The impact of virtual technology on students’ creativity: A meta-analysis. Computers & Education, 215, 105044. https://doi.org/10.1016/j.compedu.2024.105044

Wanglang, C., & Chatwattana, P. (2023). The Project-Based Learning Model Using Gamification to Enhance 21st Century Learners in Thailand. Journal of Education and Learning, 12(2), 99–105. https://eric.ed.gov/?id=EJ1385136

Wijayanti, P., Siswono, T. Y. E., Juniati, D., Abadi, A., & Hartono, S. (2022). How do mathematics teachers design tasks to assess students’ creative thinking ability? Jurnal Riset Pendidikan Matematika, 9(2), 137–146. https://doi.org/10.21831/jrpm.v9i2.55122

Wilandari, P. A. D., Parwati, N. N., & Warpala, I. W. S. (2024a). E-Modul Matematika Berbantuan Augmented Reality melalui Problem Based Learning untuk Meningkatkan Kemampuan Pemecahan Masalah. Indonesian Journal of Instruction, 5(2), 216–227. https://doi.org/10.23887/iji.v5i2.82400

Yustina, U., Mahadi, I., Ariska, D., Arnentis, U., & Darmadi, U. (2022). The Effect of E-Learning Based on the Problem-Based Learning Model on Students’ Creative Thinking Skills During the Covid-19 Pandemic. International Journal of Instruction, 15(2), Article 2. https://doi.org/10.29333/iji.2022.15219a

Published

30-06-2026

Issue

Section

Articles