CD Tesis
Pengembangan Pocket Book Berbasis Augmented Reality Menggunakan Model Discovery Learning Untuk Meningkatkan Minat Dan Hasil Belajar Siswa Pada Materi Virus Kelas X SMA
The education process in Indonesia is inseparable from the activities of the learning process in schools. The learning process during the covid-19 pandemic that occurred in Indonesia resulted in changes in the online learning process, because learning activities can determine learning success and are expected to be able to improve student learning outcomes. To improve learning outcomes, interest in learning is needed. Researchers try to identify many factors that become complicated problems with education issues in high school. Based on the needs analysis of students carried out by observing at SMAN 1 Tembilahan, it was found that students looked passive in the learning process and there were still students who did not focus on the learning process then distributed an assessment form in the form of a learning interest questionnaire consisting of 12 statements consisting of 30 student respondents. SMA Negeri 1 Tembilahan. The results of the analysis of student interest in learning with an average of 53.27% indicate that student interest in learning is still low.
Students' interest in learning is included in one of the internal factors that can affect student learning outcomes, the lack of student interest causes low student learning outcomes. Based on this, the researchers analyzed student learning outcomes from the results of the daily test of biology semester 1 class X at KD 3.1 with an average of 70.76%, KD 3.2 with an average of 69.39%, KD 3.3 with an average of 68, 18% and KD 3.4 with an average of 64.39%. Based on the results of the daily test of semester 1 KD 3.4, the percentage of learning outcomes was the lowest, namely on virus material. Based on the analysis of the virus material with the distribution of the assessment form in the form of multiple choice questions as many as 20 questions, the questions distributed by researchers with the number of respondents being 33 respondents from SMAN 1 Tembilahan students. The results of the analysis of student learning on viral material with an average of 65.30% with the KKM criteria in the low category. This is supported by the results of interviews with biology teachers where students' cognitive learning outcomes are low, this can be seen from the results of students' daily tests.
Based on the results of the needs analysis above, it is necessary to improve the quality of the student learning process, one of which is assisted by the development of learning media that can increase student interest and learning outcomes. Researchers formulate solutions to design innovations through the development of pocket books based on augmented reality using the discovery model
. This research consists of two stages, namely the first stage of pocket development using Research & Development through the ADDIE approach (Analysis, Design, Development, Implementation, and Evaluation) in the Masters Program FKIP UNRI, the second stage of the experiment at SMAN 1 Tembilahan. Parameters in this research arequality pocket book , interest in learning and learning outcomes. At the analysis stage, an analysis of student needs is carried
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out, curriculum analysis, analysis of learning materials and analysis of teaching materials. At the design stage, adesign was made pocket book which was developed with 3Danimation Augmented Reality (AR)usingmodels discovery learninglearning andtools. At the development stage, the validity test of the pocket book developmentand research instruments was carried out, practicality test and limited trial. Then at the implementation stage using the experimental method with agroup pretest-posttestdesign consisting of a control class and an experimental class and in its determination using the normality test and homogeneity test. Then the last stage is the evaluation stage of the overall development of the pocket book based on augmented reality using themodel discovery learning.
Thevalidation phase pocket book learninginvolves 4 subjects (1 material expert and 1 media expert, 2 education experts. The feasibility assessment by experts uses a validation sheet. The practicality test phase involves 3 SMAN educators in Tembilahan. The practicality assessment of the pocket book learninguses a questionnaire response , teacher practicality test and student limited test. Data analysis used descriptive analysis assisted by Microsoft Office Excel 2010. The experimental stage was to see the effect pocket book on of the developed learningstudent interest in learning and learning outcomes. The assessment of learning interest used a questionnaire on interest in learning before and after treatment while the assessment of learning outcomes using multiple choice questions pretest and posttestData analysis using the help of IBM SPSS Statistics 22 software.
The results show that the quality of pocket books AR-basedusing themodel is discovery learning very good. The average validation result is 3.67 with a very valid category, the average practicality test result is 86.25 with a very practical category and the student response test results show a very good category.
The results of the experimental phase of the research show that there is a significant effect because the use of pocket books AR-basedusing themodel discovery learning on the interests and learning outcomes of students before and after treatment, namely in the experimental class, interest in learning before treatment 70.17 moderate category increased to 89.86 high category after treatment with N-Gain 0.658 medium classification, while in the control class 67.66 moderate category to 74.60 medium category with N-Gain 0.210 low category. Then the learning outcomes of the experimental class 48.1 with a very poor category became 80.6 with a good category after N-Gain treatment 0.62 moderate category, while in the control class of 51.0 with a very poor category to 69.9 sufficient category after treatment N- Gain 0.37 with medium category.
Based on the results of the development and implementation test of theproduct pocket book -based augmented reality using themodel, it was discovery learning found that the quality of theproduct pocket book -based augmented reality using themodel was discovery learning very good, and the increase in interest and learning outcomes in the experimental class increased significantly compared to the control class.
Keywords: pocket book, augmented reality, discovery learning, interest in learning, and learning outcomes.
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