PENGEMBANGAN MEDIA AUGMENTED REALITY BERBASIS PJBL UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF SISWA MISOOL SELATAN
DOI:
https://doi.org/10.24127/ajpm.v15i2.14301Keywords:
Augmented Reality, bangun ruang., berpikir kreatif, project based learningAbstract
Penelitian ini bertujuan untuk mengembangkan media pembelajaran Augmented Reality (AR) berbasis Project Based Learning (PJBL) untuk meningkatkan kemampuan berpikir kreatif siswa sekolah dasar di Misool Selatan. Latar belakang penelitian adalah rendahnya kemampuan berpikir kreatif siswa, terlihat dari hasil tes awal yang hanya 20% siswa mencapai ketuntasan, serta pembelajaran masih didominasi metode konvensional yang kurang interaktif. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas V SD Negeri 15 Fafanlap dengan uji coba kelompok kecil sebanyak 10 siswa dan uji coba kelompok besar sebanyak 20 siswa. Instrumen penelitian terdiri dari lembar validasi ahli materi dan ahli media, angket respon siswa, serta tes pretest dan posttest kemampuan berpikir kreatif. Hasil validasi menunjukkan media AR berbasis PJBL berada pada kategori sangat valid dengan skor rata-rata 3,7 dari ahli materi dan 3,8 dari ahli media. Uji kepraktisan melalui angket respon siswa juga memperoleh kategori sangat praktis dengan rata-rata 86%. Dari aspek keefektifan, hasil belajar siswa mengalami peningkatan dengan rata-rata nilai pretest 45 meningkat menjadi 78 pada posttest. Uji Paired Sample T-Test menghasilkan Sig. = 0,000 < 0,05 yang berarti terdapat perbedaan signifikan, sedangkan uji N-Gain sebesar 0,60 termasuk kategori sedang ke tinggi. Dengan demikian, media pembelajaran AR berbasis PJBL yang dikembangkan dinyatakan valid, praktis, dan efektif digunakan untuk meningkatkan kemampuan berpikir kreatif siswa dalam pembelajaran matematika pada materi bangun ruang.
This study aims to develop Augmented Reality (AR) learning media integrated with Project Based Learning (PJBL) to enhance the creative thinking skills of elementary school students in Misool Selatan. The background of this research lies in the low level of students’ creative thinking ability, as indicated by the initial test results showing that only 20% of students achieved mastery, while learning was still dominated by conventional methods that lacked interactivity. This research employed the Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects were fifth-grade students of SD Negeri 15 Fafanlap, involving 10 students in a small group trial and 20 students in a large group trial. The research instruments included validation sheets from material and media experts, student response questionnaires, as well as pretest and posttest on creative thinking skills. The validation results indicated that AR-based PJBL media was categorized as very valid, with an average score of 3.7 from material experts and 3.8 from media experts. The practicality test through student responses also showed a very practical category, with an average of 86%. In terms of effectiveness, student learning outcomes improved, with the average score increasing from 45 in the pretest to 78 in the posttest. The Paired Sample T-Test showed Sig. = 0.000 < 0.05, indicating a significant difference, while the N-Gain score of 0.60 fell into the medium-to-high category. Therefore, the AR-based PJBL learning media developed in this study is valid, practical, and effective for enhancing students’ creative thinking skills in learning mathematics, particularly in solid geometry.
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