PENGEMBANGAN MODUL MATEMATIKA BERBASIS PBL BERBANTUAN AUGMENTED REALITY UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF SISWA SMA
DOI:
https://doi.org/10.24127/ajpm.v15i2.13889Keywords:
Augmented reality, berpikir kreatif, modul, problem based learningAbstract
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.
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