ABSTRACT
Irfansyah, Juki, 2019. The effects of using
augmented reality media at computer assembly subject study on students'
activities and achievement at SMKN 10 Surabaya in terms of creative thinking
level . Thesis, Technology and Vocational Education Department, Post-Graduate of
Surabaya State University. Advisors: (I) Prof. Dr. Ekohariadi, M.Pd., and (II)
Dr. I Gusti Putu Asto Buditjahjanto, S.T., M.T.
Keywords: Augmented reality, problem based
learning, activities, achievement, creative thinking level, computer assembly .
The research aimed to analyze: (1) the
differences of students’ activities taught by using augmented reality media and
powerpoint slides media; (2) the differences of students’ cognitive, affective,
and psychomotor achievement; (3) the interaction between learning media and
creative thinking level toward students’ activities; and (4) the interaction
between learning media and creative thinking level toward students’ cognitive,
affective, and psychomotor achievement.
The research used quasi-experimental and 2x2
factorials design, pretest and posttest with non-equivalent groups only. The
population was all students of X MM SMKN 10 Surabaya in academic year
2017/2018, which were divided into 3 classes. The sampling technique used in
the research was a stratified random sampling. The sample used class X MM 2
which consist of 30 students for control class with powerpoint slides media and
class X MM 1 which consist of 30 students for experiment class with augmented
reality media.
The data were collected by using test and
non-test techniques. Test techniques used tests method multiple choice was to
measure learning achievement while essay was to measure creative thinking
skills in knowled domain. Whereas, non-test techniques observation method used
observation worksheets to measure learning achievement in skills domain and
attitude domain. The hypothesis was analyzed with t-test and mann-whitney test
by using SPPS version 24. The result showed students' activities (Sig. 0,000
< 0,05), learning achievement knowledge domain (Sig. 0,001 < 0,05),
skills domain (Sig. 0,000 < 0,05), and attitude domain (Sig. 0,025 <
0,05), interaction of learning media and creative thinking level toward
students' activities (Sig. 0,000 < 0,05), knowledge domain (Sig. 0,002 <
0,05), skills domain (Sig. 0,001 < 0,05), and attitude domain (Sig. 0,012
< 0,05). Based on the result, it indicated a significant progress on
students' activities and achievement < 0,05. So, there were difference
effects of using augmented reality media toward students' activities and
achievement in terms of creative thinking level.