DEVELOPMENT OF AUGMENTED REALITY-BASED LEARNING MEDIA ASSISTED BY ASSEMBLR EDU TO IMPROVE STUDENTS MATHEMATICAL UNDERSTANDING SKILLS
Abstract
This study was motivated by the low mathematical understanding ability of students due to the lack of use of interactive learning media. Augmented Reality through the Assemblr Edu platform was chosen as an innovation to improve these abilities. The purpose of this study is to determine the level of validity, practicality, and effectiveness of Augmented Reality-based learning media assisted by Assemblr Edu to improve students' mathematical understanding skills. The research followed a development approach, specifically Research and Development (R&D), using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The study involved 37 students from class XI IPA 4 at MAN 1 Kota Serang, selected through purposive sampling. Data collection instruments included validation sheets, response questionnaires, and mathematical understanding skills test sheets. Data were analyzed using both qualitative and quantitative descriptive methods. The learning media was rated as highly valid by three material experts and three media experts, achieving validity percentages of 83.67% and 88.77%, respectively. The practicality of the media is categorized as practical through teacher and student assessments with a practicality score of 79.41% and 78.26% respectively. The media's effectiveness, as measured by an N-Gain score of 0.56 (56% effectiveness interpretation), was further supported by the paired t-test results (), indicating a significant positive impact on students' mathematical understanding. These findings suggest that the developed learning media is valid, practical, and effective for enhancing students' mathematical understanding skills.
Penelitian ini dilatarbelakangi oleh rendahnya kemampuan pemahaman matematis siswa akibat minimnya penggunaan media pembelajaran interaktif. Augmented Reality melalui platform Assemblr Edu dipilih sebagai inovasi untuk meningkatkan kemampuan tersebut. Tujuan dari penelitian ini adalah untuk mengetahui tingkat kevalidan, kepraktisan, dan keefektifan media pembelajaran berbasis Augmented Reality berbantuan Assemblr Edu untuk meningkatkan kemampuan pemahaman matematis siswa. Penelitian ini menggunakan pendekatan pengembangan, yaitu Research and Development (R&D), dengan menggunakan model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Subjek dalam penelitian ini berjumlah 37 siswa kelas XI IPA 4 MAN 1 Kota Serang yang dipilih berdasarkan purposive sampling. Instrumen pengumpulan data meliputi lembar validasi, angket respon, dan lembar tes kemampuan pemahaman matematis. Data dianalisis menggunakan metode deskriptif kualitatif dan kuantitatif. Media pembelajaran dinyatakan sangat valid berdasarkan penilaian dari tiga ahli materi dan tiga ahli media, dengan persentase kevalidan secara berturut-turut sebesar 83,67% dan 88,77%. Kepraktisan media dikategorikan praktis melalui penilaian guru dan siswa dengan nilai kepraktisan masing-masing sebesar 79,41% dan 78,26%. Efektivitas media yang diukur dengan skor N-Gain sebesar sebesar 0,56 (interpretasi efektivitas 56%) juga didukung oleh hasil uji t-paired (), yang menunjukkan adanya pengaruh positif yang signifikan terhadap pemahaman matematika siswa. Temuan ini menunjukkan bahwa media pembelajaran yang dikembangkan valid, praktis, dan efektif untuk meningkatkan kemampuan pemahaman matematis siswa.
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