PENGEMBANGAN AUGMENTED REALITY MATERI PERANGKAT KERAS KOMPUTER UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS XI DI SMAN 1 KEDAMEAN
Development of Augmented Reality Computer Hardware Materials to Improve Learning Outcomes of Grade XI Students at SMAN 1 Kedamean
Penelitian ini mengembangkan media pembelajaran berbasis Augmented Reality (AR) pada materi Perangkat Keras Komputer untuk meningkatkan hasil belajar siswa kelas XI di SMAN 1 Kedamean. Selain itu, penelitian ini bertujuan untuk mengetahui kelayakan dan keefektifan media Augmented Reality yang dikembangkan dalam proses pembelajaran TIK. Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE yang terdiri dari 5 tahap yaitu: Analysis, Design, Development, Implementation, dan Evaluation. Dalam proses pengembangan, peneliti menggunakan aplikasi Blender untuk mendesain objek tiga dimensi dan Unity Engine untuk membangun tampilan antarmuka aplikasi. Metode pengumpulan data yang digunakan peneliti adalah kuisioner (angket) dan tes. Kelayakan media dianalisis dengan skala Likert dari hasil uji validasi para ahli. Keefektifan media dianalisis dengan uji homogenitas, uji normalitas, dan uji-t (Independent Sample T-Test).
Berdasarkan hasil validasi, media Augmented Reality yang dikembangkan memperoleh persentase kelayakan dari ahli materi sebesar 100%, ahli media sebesar 100%, ahli bahan penyerta sebesar 100%, dan ahli modul ajar sebesar 100%, yang seluruhnya termasuk dalam kategori sangat baik/layak. Hasil uji coba kepada peserta didik meliputi uji coba perorangan sebesar 83,33%, uji coba kelompok kecil sebesar 82,5%, dan uji coba lapangan sebesar 88,15%. Hasil analisis data dalam penelitian ini menunjukkan bahwa data berdistribusi homogen dan normal. Hasil uji-t didapatkan nilai sig 0,015 < 0,05 yang artinya hasil belajar kelas kontrol dan kelas eksperimen memiliki perbedaan yang signifikan. Berdasarkan analisis deskriptif, diperoleh rata-rata nilai posttest kelas kontrol sebesar 74,22 poin sedangkan rata-rata nilai kelas eksperimen sebesar 86,56 poin, dengan selisih sebesar 12 poin. Dengan demikian dapat disimpulkan bahwa media Augmented Reality pada materi Perangkat Keras Komputer layak dan efektif digunakan dalam meningkatkan hasil belajar peserta didik kelas XI di SMAN 1 Kedamean.
This study develops Augmented Reality (AR) based learning media on Computer Hardware material to improve the learning outcomes of grade XI students at SMAN 1 Kedamean. In addition, this study aims to determine the feasibility and effectiveness of the Augmented Reality media developed in the ICT learning process. The method used is research and development with the ADDIE model consisting of 5 stages, namely: Analysis, Design, Development, Implementation, and Evaluation. In the development process, researchers use the Blender application to design three-dimensional objects and Unity Engine to build the application interface. The data collection methods used by researchers are questionnaires and tests. The feasibility of the media is analyzed using a Likert scale from the results of expert validation tests. The effectiveness of the media is analyzed by homogeneity tests, normality tests, and t-tests (Independent Sample T-Test).
Based on the validation results, the developed Augmented Reality media obtained a feasibility percentage from material experts of 100%, media experts of 100%, accompanying material experts of 100%, and teaching module experts of 100%, all of which are included in the very good/feasible category. The results of the trials on students included individual trials of 83.33%, small group trials of 82.5%, and field trials of 88.15%. The results of data analysis in this study showed that the data were distributed homogeneously and normally. The t-test results obtained a sig value of 0.015 <0.05, which means that the learning outcomes of the control class and the experimental class had significant differences. Based on descriptive analysis, the average posttest score for the control class was 74.22 points while the average score for the experimental class was 86.56 points, with a difference of 12 points. Thus, it can be concluded that the Augmented Reality media in the Computer Hardware material is suitable and effective for use in improving the learning outcomes of class XI students at SMAN 1 Kedamean.