PENGEMBANGAN MEDIA “SMART BOARDBOOK” BERBASIS AUGMENTED REALITY PADA TEMA 6 SUBTEMA 1 KELAS II SD NEGERI 104197 DESA KLAMBIR

Nurmayani Nurmayani, Liza Ayu Khairani

Abstract


The purpose of this study was to determine the feasibility and effectiveness of using Augmented Reality-based “Smart Boardbook” media. This research is a development research (Research and Development) which refers to the ADDIE development model which consists of 5 stages, namely the analysis, design, development, implementation, and evaluation stages. The research shows that the augmented reality-based “smart boardbook” media on the theme of 6 sub-theme 1 class II SD that was developed has been validated by a media expert validator in the first stage obtaining a feasibility percentage of 73.80% included in the “feasible” criteria and in stage II obtaining the results of the percentage of eligibility of 95.20% are included in the "very feasible" criteria. And according to the material expert validator in stage I the percentage of feasibility results is 75.55%. included in the "feasible" criteria and in stage II the percentage of eligibility results was 92.22%. included in the "very feasible" criteria. And according to education practitioners, the percentage of eligibility results is 98.18% including the "very feasible" criteria. The results of individual trials and small group trials each get an average score of 1 which is in the "good" category. In the field trial stage, the effectiveness criteria were achieved with the number of students reaching 17 people in the post-test or about 89.47%. Keywords: Augmented Reality, Media, Research Development, Smart Boardbook

Full Text:

PDF

References


Arikunto, S. 2013. Dasar-Dasar Evaluasi Pendidikan (edisi 2). Jakarta: Bumi Aksara.

Arsyad, A. 2020. Media Pembelajaran. Jakarta: Rajawali Pers.

Ismayani, A. 2020. Membuat Sendiri Aplikasi Augmented Reality. Jakarta: Elex Media Komputindo.

Latip, A. E. 2018. Evaluasi Pembelajaran Di SD Dan MI Perencanaan dan Pelaksanaan Penilaian Hasil Belajar Autentik. Bandung: Remaja Rosdakarya.

Munir. 2017. Pembelajaran Digital. Bandung: Alfabeta

Muriati, St. 2014. Pengembangan Bahan Ajar Biologi Sel Pada Program Studi Pendidikan Biologi UN Alauddin Makassar. Jurnal Florea, 1 (2), h. 14-20.

Mustaqim, I. dan Nanang K. 2017. Pengembangan Media Pembelajaran Berbasis Augmented Reality. Jurnal Edukasi, 1 (1), 36-48.

Nurhayati. 2016. Meningkatkan Hasil Belajar Siswa Dengan Menggunakan Metode Bimbingan Mata Pelajaran IPA di Kelas III SD Impres 1 Bainaa. Jurnal Kreatif Tadulako Online, 4 (10), h. 1-11.

Nuritta, T. 2018. Pengembangan Media Pembelajaran Untuk Meningkatkan Hasil Belajar Siswa. Misykat, 3 (1), h. 171-187.

Rusdi. 2018. Penelitian Desain dan Pengembangan Kependidikan: Konsep, Prosedur dan Sintesis Pengetahuan Baru. Depok: Rajawali Pers.

Saputri, E. F. dkk. 2018. Pengembangan Media Pembelajaran IPA Menggunakan Augmented Reality (AR) Berbasis Android Pada Siswa Kelas III SDN 015 Tarakan. Widyagogik, 6 (1), 57-72.

Sudjana. N. 2016. Penilaian Hasil Proses Belajar Mengajar. Bandung: Remaja Rosdakarya.

Sugiyono. 2017. Metode Penelitian Dan Pengembangan (Research and Development/ R&D). Bandung: Alfabeta.




DOI: https://doi.org/10.24114/sejpgsd.v11i3.30132

Article Metrics

Abstract view : 230 times
PDF - 259 times

Refbacks

  • There are currently no refbacks.


School Education Journal PGSD FIP UNIMED

Creative Commons License

School Education Journal PGSD FIP UNIMED is licensed under a Creative Commons Attribution 4.0 International License.