SISTEM AR 3D BERBASIS BAAMBOOZLE UNTUK PERSONALISASI MATERI PANCASILA DAN KEBUDAYAAN NUSANTARA
DOI:
https://doi.org/10.24114/ev5xsj89Abstract
Abstract: This study aims to develop Baamboozle-based AR learning media for Pancasila and Nusantara Culture and to test its feasibility and effectiveness in improving the motivation and learning outcomes of primary school students. This study is a research and development (R&D) study that uses the 4D model, which includes the define, design, develop, and disseminate stages. The research subjects were fourth-grade students at SDN Malang, Maospati District, Magetan Regency. The feasibility of the media was tested by media experts and subject matter experts. The validation results showed that the learning media obtained a feasibility score of 90.54% from media experts and 89.78% from subject matter experts, with the criteria of highly feasible. The effectiveness of the media was tested by administering pre-tests and post-tests to students. The results showed an increase in the students' average score from 39.4 on the pre-test to 72.3 on the post-test. These findings indicate that the Petualangan Garuda learning media is not only feasible but also effective in improving student learning outcomes. Thus, this learning media can be used as an innovative alternative in teaching Pancasila and Nusantara Culture in primary schools.
Keyword: Archipelago Culture, Augmented Reality, Games-Based Learning, Primary School, Quality Education.
Abstrak: Penelitian ini bertujuan untuk mengembangkan media pembelajaran Petualangan Garuda pada materi Pancasila dan Kebudayaan Nusantara serta menguji kelayakan dan keefektifannya dalam meningkatkan motivasi dan hasil belajar siswa sekolah dasar. Penelitian ini merupakan penelitian dan pengembangan (Research and Development) yang menggunakan model 4D yang meliputi tahap define, design, develop, dan disseminate. Subjek penelitian adalah siswa kelas IV SDN Malang, Kecamatan Maospati, Kabupaten Magetan. Uji kelayakan media dilakukan oleh ahli media dan ahli materi. Hasil validasi menunjukkan bahwa media pembelajaran memperoleh skor kelayakan sebesar 90,54% dari ahli media dan 89,78% dari ahli materi dengan kriteria sangat layak. Uji keefektifan media dilakukan melalui pemberian pre-test dan post-test kepada siswa. Hasil menunjukkan adanya peningkatan nilai rata-rata siswa dari 39,4 pada pre-test menjadi 72,3 pada post-test. Temuan ini menunjukkan bahwa media pembelajaran Petualangan Garuda tidak hanya layak digunakan, tetapi juga efektif dalam meningkatkan hasil belajar siswa. Dengan demikian, media pembelajaran ini dapat dijadikan sebagai alternatif inovatif dalam pembelajaran Pancasila dan Kebudayaan Nusantara di sekolah dasar.
Kata Kunci: Augmented Reality, Games Based Learning, Kebudayaan Nusantara, Sekolah Dasar, Quality Education
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