The development of Augmented Reality
(AR)-based geography learning media at SMAN 1 Kedamean was motivated by the
learning outcomes of evelenth-grade students, which were still below the
Program Level Completion Criteria (KKTP) of 28,57%. This result is due to the
lack of digital technology-based learning media applied to geography subjects.
Therefore, innovative learning media are needed to create an interactive and
enjoyable classroom learning environment. This study aims to analyze the
validity, practicality, and effectiveness of Augmented Reality (AR)-based
geography learning media using the Assemblr Edu application on biome
distribution. This application can be applied and improve the learning outcomes
of eleventh-grade students at SMAN 1 Kedamean.
This study employed a Research and
Development (R&D) method with a 4D model, encompassing the Define, Design,
Develop, and Disseminate stages, but limited to the Develop stage. The research
used a One-Group Pretest-Posttest Design. The subjects were all eleventh-grade
students, selected using a purposive sampling technique, including classes
XI-8. Data collection techniques included observation, interviews,
questionnaires, tests, and documentation.
The results showed that the Augmented
Reality (AR)-based geography learning media was deemed highly suitable for use,
based on validation result by media experts of 93,33%, material experts of 88%.
The media was deemed highly practical for us, based on results from geography
teachers of 91,57%. Effectiveness was demonstrated by an N-Gain score of 0,89,
with a percentage of 89% indicating effectiveness in improving student learning
outcomes. The Wilcoxon Signed Rank Test yielded a value of 0,000 < 0,05,
indicating a significant difference between the pretest dan posttest scores.
Keyword: Geography Learning Media,
Augmented Reality, Assemblr Edu, Student Learning Outcomes