Pengembangan Media Flipbook Berbasis Augmented Reality Materi Kenampakan Alam untuk Meningkatkan Motivasi Belajar Siswa Kelas III Sekolah Dasar
Abstract
This study aims to develop Augmented Reality-based flipbook learning media for IPAS material and measure its effectiveness in increasing the learning motivation of third-grade elementary school students. The approach used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were third-grade students at Gisikdrono 02 Public Elementary School. Data collection instruments included expert validation questionnaires, motivation questionnaires, teacher and student response questionnaires, observations, and pretest and posttest tests. The data obtained were then analyzed descriptively and statistically to see the increase in student learning motivation after the media was used. The results of the research revealed that the Augmented Reality-based flipbook media developed received a “very feasible” rating from subject matter experts and media experts. The implementation results showed that student learning motivation increased from 65% at the beginning to 88% after using the media, which indicates an increase in the learning motivation of third-grade students in IPAS learning. In addition, the pretest and posttest results and statistical tests also improved after using this AR Flipbook media. Based on the research findings, flipbook media integrated with Augmented Reality technology proved to be effective in encouraging learning motivation among third-grade elementary school students.
Keywords
Learning Media; Augmented Reality; Flipbook; Motivation; IPASReferences
- Amalia Fitri, dkk. (2022). Ilmu pengetahuan alam dan sosial untuk SD/MI kelas III. Jakarta: Pusat Perbukuan, Badan Standar, Kurikulum, dan Asesmen Pendidikan, Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.
- Amelia, R. (2020). Motivasi belajar dan prestasi akademik siswa. Jurnal Pendidikan Dasar, 9(2), 67–74.
- Amelia, R. (2020). Pengaruh motivasi belajar terhadap prestasi belajar siswa sekolah dasar. Jurnal Pendidikan Dasar,
- (2), 120–128.
- Arsyad, A. (2020). Media pembelajaran. Jakarta: Raja Grafindo Persada.
- Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). Thousand Oaks, CA: Sage Publications.
- Daryanto. (2019). Media pembelajaran. Yogyakarta: Gava Media.
- Efendi, A., & Barkara, A. (2021). Pengembangan media pembelajaran berbasis Augmented Reality dalam meningkatkan pemahaman konsep siswa. Jurnal Teknologi Pendidikan, 23(1), 45–53.
- Efendi, A., & Barkara, R. (2021). Pemanfaatan Augmented Reality dalam pembelajaran. Jurnal Teknologi Pendidikan, 23(2), 112–120.
- Hasan, M., et al. (2020). Media pembelajaran. Bandung: Alfabeta.
- Kompri. (2016). Motivasi pembelajaran perspektif guru dan siswa. Bandung: Remaja Rosdakarya.
- Meilindawati, R., Prasetyo, B., & Kurniawan, D. (2023). Implementasi Augmented Reality sebagai media pembelajaran interaktif di sekolah dasar. Jurnal Teknologi Pendidikan, 15(1), 35–44.
- Munir. (2020). Multimedia konsep dan aplikasi dalam pendidikan. Bandung: Alfabeta.
- Nursyafitri, A. A., Isrok’atun, I., & Hanifah, N. (2024). Pengaruh penggunaan media pembelajaran berbasis Augmented Reality terhadap motivasi belajar siswa. Jurnal Syntax Admiration, 5(5), 1750–1763.
- Pribadi, B. (2017). Media dan teknologi dalam pembelajaran. Jakarta: Kencana.
- Rayanto, Y. H., & Sugianti. (2020). Penelitian pengembangan model ADDIE dan R2D2: Teori dan praktik. Pasuruan: Lembaga Academic & Research Institute.
- Sadiman, A. S., Rahardjo, R., Haryono, A., & Rahardjito. (2021). Media pendidikan: Pengertian, pengembangan, dan pemanfaatannya. Jakarta: Rajawali Pers.
- Sari, R., Putri, D., & Wahyudi. (2022). Pengaruh media digital terhadap motivasi belajar siswa. Jurnal Pendidikan Dasar, 13(1), 55–63.
- Setyosari, P. (2016). Metode penelitian pendidikan dan pengembangan. Jakarta: Prenadamedia.
- Sugiyono. (2019). Metode penelitian pendidikan. Bandung: Alfabeta.
- Sugiyono. (2022). Metode penelitian pendidikan: Pendekatan kuantitatif, kualitatif, dan R&D. Bandung: Alfabeta.
- Sundayana, R., & Parani, A. (2023). Media interaktif dalam pembelajaran sekolah dasar. Jurnal Pendidikan Dasar, 14(2), 101–109.
- Tohir, M., et al. (2023). Flipbook Augmented Reality in elementary learning. Journal of Educational Technology, 17(3), 210–219.
- Wahidin. (2024). Peran motivasi dalam keberhasilan pembelajaran. Jurnal Pendidikan, 18(1), 1–9.
- Yusa, I. W., Wulandari, A. Y. R., Tamam, B., Rosidi, I., Yasir, M., & Setiawan, A. Y. B. (2023). Development of Augmented Reality (AR) learning media to increase student motivation and learning outcomes in science. Jurnal Inovasi Pendidikan IPA, 9(2), 127–145.
- Zulaekho, S. (2020). Pembelajaran IPA berbasis pengalaman langsung untuk meningkatkan pemahaman konsep siswa sekolah dasar. Jurnal Pendidikan Dasar, 8(2), 88–96.