PENERAPAN MEDIA AUGMENTED REALITY PADA MATERI SEBARAN FLORA DAN FAUNA DI INDONESIA SERTA PENGARUHNYA TERHADAP HASIL BELAJAR KOGNITIF SISWA SMAN 1 CIBINONG

SASKIA HARDIANTI SAPUTRI, . (2026) PENERAPAN MEDIA AUGMENTED REALITY PADA MATERI SEBARAN FLORA DAN FAUNA DI INDONESIA SERTA PENGARUHNYA TERHADAP HASIL BELAJAR KOGNITIF SISWA SMAN 1 CIBINONG. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

[img] Text
COVER.pdf

Download (498kB)
[img] Text
BAB I.pdf

Download (273kB)
[img] Text
BAB II.pdf
Restricted to Registered users only

Download (472kB) | Request a copy
[img] Text
BAB III.pdf
Restricted to Registered users only

Download (513kB) | Request a copy
[img] Text
BAB IV.pdf
Restricted to Registered users only

Download (1MB) | Request a copy
[img] Text
BAB V.pdf
Restricted to Registered users only

Download (221kB) | Request a copy
[img] Text
DAFTAR PUSTAKA.pdf

Download (252kB)
[img] Text
LAMPIRAN & RIWAYAT HIDUP.pdf
Restricted to Registered users only

Download (2MB) | Request a copy

Abstract

Penelitian ini bertujuan untuk menerapkan media pembelajaran berbasis Augmented Reality pada materi sebaran flora dan fauna di Indonesia serta menganalisis pengaruh penerapannya terhadap hasil belajar kognitif siswa kelas XI di SMAN 1 Cibinong. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap define, design, development, dan disseminate. Uji efektivitas media dilakukan menggunakan pendekatan quasi experimental dengan desain nonequivalent control group design. Penelitian melibatkan 64 siswa yang terdiri atas 31 siswa pada kelas eksperimen dan 33 siswa pada kelas kontrol. Teknik pengumpulan data dilakukan melalui observasi, wawancara, angket, serta pre-test dan post-test. Analisis data meliputi uji validitas, reliabilitas, normalitas, homogenitas, serta uji hipotesis menggunakan independent sample t-test dengan bantuan SPSS. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis Augmented Reality yang dikembangkan memperoleh kategori sangat layak berdasarkan hasil validasi ahli dan respons pengguna. Hasil uji independent sample t-test menunjukkan nilai signifikansi (Sig. 2-tailed) sebesar 0,045 (<0,05), yang menunjukkan adanya perbedaan hasil belajar kognitif yang signifikan antara kelas eksperimen dan kelas kontrol. Rata-rata hasil belajar kognitif kelas eksperimen sebesar 9,94 lebih tinggi dibandingkan kelas kontrol sebesar 8,88 setelah penerapan media pembelajaran berbasis Augmented Reality. Berdasarkan hasil penelitian, dapat disimpulkan bahwa media pembelajaran berbasis Augmented Reality yang telah dikembangkan layak digunakan dan penerapannya memberikan pengaruh terhadap hasil belajar kognitif siswa pada materi sebaran flora dan fauna di Indonesia. ***** This study aimed to implement Augmented Reality-based learning media on the topic of the distribution of flora and fauna in Indonesia and to analyze its effect on the cognitive learning outcomes of eleventh-grade students at SMAN 1 Cibinong. The study employed the Research and Development (R&D) method using the 4D development model, consisting of the define, design, development, and disseminate stages. The effectiveness of the developed media was evaluated using a quasi-experimental approach with a nonequivalent control group design. The participants consisted of 64 students, including 31 students in the experimental class and 33 students in the control class. Data were collected through observations, interviews, questionnaires, pre-tests, and post-tests. Data analysis included validity, reliability, normality, homogeneity, and hypothesis testing using the independent sample t-test with the assistance of SPSS. The results showed that the developed Augmented Reality-based learning media was categorized as highly feasible based on expert validation and user responses. The independent sample t-test yielded a significance value (Sig. 2-tailed) of 0.045 (<0.05), indicating a significant difference in cognitive learning outcomes between the experimental and control classes. The experimental class achieved a higher mean cognitive learning outcome score (9.94) than the control class (8.88) after the implementation of the Augmented Reality-based learning media. It can therefore be concluded that the developed Augmented Reality-based learning media is feasible for use, and its implementation has a positive effect on students' cognitive learning outcomes on the topic of the distribution of flora and fauna in Indonesia.

Item Type: Thesis (Sarjana)
Additional Information: 1). Fauzi Ramadhoan A'Rachman, S.Pd., M.Sc; 2). Dr. Samadi, S.Pd., M.Si.
Subjects: Geografi, Antropologi > Geografi
Pendidikan > Media Pembelajaran
Divisions: FIS > S1 Pendidikan Geografi
Depositing User: Users 34819 not found.
Date Deposited: 04 Aug 2026 06:42
Last Modified: 04 Aug 2026 06:42
URI: http://repository.unj.ac.id/id/eprint/68447

Actions (login required)

View Item View Item