MARRINA AZKA AHADIANA, . (2026) PENGEMBANGAN MEDIA PEMBELAJARAN FLASHCARD BERBASIS AUGMENTED REALITY PADA MATERI MANAJEMEN RANTAI PASOK DI SMK NEGERI 46 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan untuk mengembangkan media pembelajaran Flashcard berbasis Augmented Reality pada materi Manajemen Rantai Pasok serta mengetahui tingkat kelayakan, kepraktisan, dan keefektifan media yang dikembangkan. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang terdiri atas tahap Analysis, Design, Development, Implementation, dan Evaluation. Pengumpulan data dilakukan melalui angket validasi yang melibatkan 1 ahli materi, 1 ahli media, dan 1 ahli desain pembelajaran, tes pre-test dan post-test, serta angket respons peserta didik yang melibatkan 72 peserta didik kelas X MP 1 dan X MP 2. Hasil penelitian menunjukkan bahwa media pembelajaran interaktif Flashcard berbasis Augmented Reality yang dikembangkan memperoleh rerata persentase kelayakan sebesar 93,6% dengan kategori "Sangat Layak" dengan persentase penilaian ahli materi sebesar 93%, ahli media 96%, dan ahli desain pembelajaran 92%. Selain itu, media memperoleh persentase kepraktisan sebesar 94% dengan kategori "Sangat Praktis", serta hasil uji efektivitas yang ditunjukkan melalui nilai N-Gain sebesar 0,74 dengan kategori "Peningkatan Tinggi". Hasil tersebut menunjukkan bahwa media pembelajaran yang dikembangkan mampu mendukung proses pembelajaran, meningkatkan pemahaman peserta didik terhadap materi Manajemen Rantai Pasok, serta menciptakan pengalaman belajar yang lebih menarik dan interaktif. Dengan demikian, media pembelajaran Flashcard berbasis Augmented Reality (AR) layak, praktis, dan efektif digunakan sebagai media pembelajaran pada elemen Manajemen Rantai Pasok Fase E. Kata Kunci: Augmented Reality (AR), Flashcard, Manajemen Rantai Pasok, Media Pembelajaran, Model ADDIE. ****This study aims to develop an Augmented Reality -based Flashcard learning tool for Supply Chain Management and to determine the feasibility, practicality, and effectiveness of the developed tool. The study employed the Research and Development (R&D) method using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. Data collection was conducted through a validation questionnaire involving 1 subject matter expert, 1 media expert, and 1 instructional Design expert, as well as pre-tests and post-tests and a student response questionnaire involving 72 students from 10th-grade MP 1 and MP 2 classes. The results showed that the developed Augmented Reality -based interactive Flashcard learning media achieved an average feasibility percentage of 93.6%, categorized as “Highly Feasible,” with Evaluation percentages of 93% from the subject matter expert, 96% from the media expert, and 92% from the instructional Design expert. In addition, the medium achieved a practicality percentage of 94%, categorized as “Very Practical,” and the effectiveness test results, as indicated by an N-Gain value of 0.74, were categorized as “High Improvement.” These results indicate that the developed instructional media is capable of supporting the learning process, enhancing students’ understanding of Supply Chain Management material, and creating a more engaging and interactive learning experience. Thus, Augmented Reality (AR)-based Flashcards are a viable, practical, and effective learning tool for Phase E of Supply Chain Management. Keywords: ADDIE Model, Augmented Reality (AR), Flashcards, Learning Media, Supply Chain Management.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). Prof. Dr. Henry Eryanto, MM. ; 2). Bayu Suhendry, S.Pd., M.Pd. |
| Subjects: | Pendidikan > Media Pembelajaran |
| Divisions: | FE > S1 Pendidikan Administrasi Perkantoran |
| Depositing User: | Marrina Azka Ahadiana . |
| Date Deposited: | 14 Aug 2026 03:55 |
| Last Modified: | 14 Aug 2026 03:55 |
| URI: | http://repository.unj.ac.id/id/eprint/70835 |
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