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Image of pengembangan media pembelajaran berbasis augmented reality pada mata pelajaran
ekonomi dalam meningkatkan motivasi belajar siswa sman 1 bengkalis
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CD Tesis

pengembangan media pembelajaran berbasis augmented reality pada mata pelajaran ekonomi dalam meningkatkan motivasi belajar siswa sman 1 bengkalis

SELSA DHARMA WULAN 2210246944 - Nama Orang;

Technological advances in the 21st century have had a significant
influence on various fields, including education. These advances provide
opportunities to improve the quality of education, particularly through learning
tools designed to present and illustrate concepts involving structural or physical
analysis to learners during their educational experience. This research intends to
create Augmented Reality-based educational resources for economics courses
that aim to increase student motivation, especially regarding opportunity costs,
prioritization and resource scarcity. Additionally, this research seeks to evaluate
the practicality and feedback from students as well as assess the effectiveness of
augmented reality educational tools in the field of economics to increase student
engagement.
This research applies Research and Development methodology using the
ADDIE model. The ADDIE framework is designed to create and validate
educational products. ADDIE components include Analysis, Design, Development
or Production, Implementation or Delivery, and Evaluation. Data collection
approaches include interviews, surveys, and document analysis. In the
Development stage, we involved three experts: two lecturers from the University
of Riau who served as media experts and one Economics lecturer from SMAN 1
Bengkalis who functioned as a material expert, who evaluated the suitability of
the content and media.
The first process carried out in this research is in the form of analysis,
namely carrying out an analysis of learning media needs through questionnaires
and interviews. The results obtained are that student activity depends on what
media the teacher uses. At SMAN 1 Bengkalis they are more familiar with using
learning media in the form of PowerPoint (PPT) so this is slightly less able to
increase students' learning motivation. The teacher also gave an agreeing opinion
if the learning media involved the use of gadgets. Considering today's
increasingly advanced and digital era, it is important to involve students
independently in an independent curriculum. Students' own needs through a
questionnaire strongly agree if there is learning media using gadgets, especially
in economics lessons.
The next stage of design is to design Augmented Reality-based learning
media designs. The third stage is development, where at this stage the researcher
creates media according to the design that has been designed. Before assessing
Augmented Reality media, an initial trial was carried out on a small scale on 36
students of SMAN 1 Bengkalis. After this preliminary testing, a broader
assessment was carried out involving 72 students from the same school. Apart
from that, a survey was also distributed to 72 students of SMAN 1 Bengkalis to get
their responses regarding the products being developed. To evaluate the
effectiveness of learning media, a motivation survey will be conducted before and
after using Augmented Reality-based educational materials.
xvi
Research findings, especially at the development stage, show validation
input from three experts (media and material experts) showing that in general
media validation obtained an average score of 95.27%, while material validation
averaged 94.44%, both of which fall into the very feasible category. During a
small-scale trial involving 36 students in a particular class, their desire to learn
was reflected in their engagement in the teaching process and the focus on
content helped reduce students' boredom. In the broader assessment, feedback
collected from 72 students resulted in a response rate of 92.79%, and teacher
feedback was 97.2%, both indicating that the material was highly applicable.
Based on testing the effectiveness of Augmented Reality-based learning media in
increasing motivation, based on the N-Gain Score assessment, class X.2 obtained
a score of 65%, and class X.3 obtained a score of 62%. The overall calculated
average N-Gain score was 63.5, which categorizes it as a “moderate” gain.
Therefore, it can be concluded that there is an increase in student learning
motivation. This confirms that Augmented Reality-based learning media has
shown great effectiveness in increasing student motivation in the economic field
and is very appropriate to be used in an educational framework.
Keywords: learning motivation, Augmented Reality learning media


Ketersediaan
#
Perpustakaan Universitas Riau 2210246944
2210246944
Tersedia
Informasi Detail
Judul Seri
-
No. Panggil
2210246944
Penerbit
Pekanbaru : UNRI – PASCA – Magister Pendidikan Ekonomi., 2025
Deskripsi Fisik
-
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
2210246944
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subjek
Magister Pendidikan Ekonomi
Info Detail Spesifik
-
Pernyataan Tanggungjawab
Rahmat
Versi lain/terkait

Tidak tersedia versi lain

Lampiran Berkas
  • JUDUL
  • DAFTAR ISI
  • ABSTRAK
  • BAB I PENDAHULUAN
  • BAB II TINJAUAN PUSTAKA
  • BAB III METODE PENELITIAN
  • BAB IV HASIL DAN PEMBAHASAN
  • BAB V PENUTUP
  • DAFTAR PUSTAKA
  • LAMPIRAN
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