Alannuary Banjarnahor, - and Jajang Kusnendar, - and Eka Fitrajaya Rahman, - (2025) IMPLEMENTASI MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY MENGGUNAKAN METODE PROBLEM BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Pentingnya kemampuan berpikir kritis bagi peserta didik di era digital semakin mendesak, terutama dalam menghadapi kompleksitas materi teknologi informasi seperti Jaringan Komputer dan Internet. Namun, metode pembelajaran konvensional seringkali belum optimal dalam memfasilitasi pengembangan kemampuan ini. Penelitian ini mengatasi tantangan tersebut dengan mengembangkan dan menguji efektivitas media pembelajaran berbasis Augmented Reality (AR) yang diintegrasikan dengan metode Problem Based Learning (PBL). Media ini diimplementasikan dalam aplikasi Android "AR Belajar" yang dirancang khusus untuk materi Jaringan Komputer dan Internet bagi peserta didik SMK jurusan Pengembangan Perangkat Lunak dan Gim (PPLG). Penelitian menggunakan metode Research and Development (R&D) model ADDIE, serta pendekatan kuantitatif eksperimental dengan desain One-Group Pretest-Posttest. Instrumen penelitian meliputi tes kemampuan berpikir kritis, lembar validasi ahli, lembar observasi kemampuan berpikir kritis, dan angket respons peserta didik. Hasil analisis menunjukkan peningkatan kemampuan berpikir kritis yang signifikan (p=1.82 × 〖10〗^(-37)<0,05) dengan nilai N-Gain rata-rata 0,63 yang termasuk kategori "Sedang". Temuan ini mengindikasikan bahwa aplikasi AR berbasis PBL efektif dalam memfasilitasi peningkatan kemampuan berpikir kritis peserta didik. The importance of critical thinking skills for students in the digital age is increasingly urgent, especially in dealing with the complexity of information technology materials such as Computer Networks and the Internet. However, conventional learning methods are often not optimal in facilitating the development of these skills. This study addresses this challenge by developing and testing the effectiveness of an Augmented Reality (AR)-based learning medium integrated with the Problem-Based Learning (PBL) method. This media is implemented in the Android application “AR Belajar,” specifically designed for Computer Networks and the Internet material for vocational high school students majoring in Software and Game Development (PPLG). The study employs the Research and Development (R&D) model ADDIE, along with a quantitative experimental approach using a One-Group Pretest-Posttest design. Research instruments included critical thinking ability tests, expert validation sheets, critical thinking ability observation sheets, and student response questionnaires. Analysis results showed a significant improvement in critical thinking ability (p=1.82 × 10⁻³⁷ < 0.05) with an average N-Gain value of 0.63, categorized as “Moderate.” These findings indicate that PBL-based AR applications are effective in facilitating improvements in students' critical thinking skills.
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| Item Type: | Thesis (S1) |
|---|---|
| Additional Information: | https://scholar.google.com/citations?view_op=new_profile&hl=en ID SINTA Dosen Pembimbing: Jajang Kusnendar: 5989839 Eka Fitrajaya Rahman: 6038107 |
| Uncontrolled Keywords: | Augmented Reality, Berpikir Kritis, Media Pembelajaran, Pembelajaran Berbasis Masalah. Augmented Reality, Critical Thinking, Learning Media, Problem Based Learning. |
| Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
| Divisions: | Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer |
| Depositing User: | Alannuary Banjarnahor |
| Date Deposited: | 24 Sep 2025 07:18 |
| Last Modified: | 24 Sep 2025 07:18 |
| URI: | http://repository.upi.edu/id/eprint/140528 |
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