BOARDGAME ULAR TANGGA BERBASIS AUGMENTED REALITY DENGAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PADA MATERI KERAGAMAN BUDAYA

  • Dwi Lestariningsih Universitas Sarjanawiyata Tamansiswa
  • Sutrisna Wibawa Universitas Sarjanawiyata Tamansiswa
  • Heri Maria Zulfiati Universitas Sarjanawiyata Tamansiswa
Keywords: Snakes and Ladders, Augmented Reality, PBL, Critical Thinking

Abstract

The 21st century is the era of industrial revolution 4.0 where technology integration is very necessary in learning. One technology that can be applied in learning is Augmented Reality (AR). This research is development research (Research and Development) with the aim of producing a product in the form of an Augmented Reality Based Snakes and Ladders Board Game with a Problem Based Learning Model to Improve Critical Thinking Skills on Cultural Diversity Material. The development procedure uses the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model. Data collection techniques in the preliminary study were in the form of interviews and documentation, while in implementation it was in the form of interviews, observation and documentation. The instruments in this research are interview instruments for needs analysis, media expert and material expert validation sheets, student and teacher interview instruments, and test questions. The test results show a Sig value. (2-tailed) or Two-Sided < 0.01 with a standard deviation of 4,582. This value shows that the significance level is less than 0.05, so it can be concluded that there is a significant difference between the results obtained before and after using the augmented reality-based snakes and ladders board game media. Based on this, it can be concluded that the use of the Augmented Reality-based snakes and ladders board game media is effective in increasing the achievement of learning objectives regarding cultural diversity material.

 

 

Downloads

Download data is not yet available.

References

Abidin, Y. (2014). Desain Sistem Pembelajaran Dalam Konteks Kurikulum 2013. Bandung: PT Refika Aditama.

Anis Fitriyah and Shefa Dwijayanti Ramadani, “Pengaruh Pembelajaran Steam Berbasis Pjbl ( Project-Based Learning ) Terhadap Keterampilan,” Journal Of Chemistry And Education (JCAE)X, no. 1 (2021): 209–26.7.

Cahyono, B. D., & Dwikoranto. (2021). Implementasi Model Pembelajaran Problem-based Learning untuk Meningkatkan Kemampuan berpikir Kritis pada Siswa.IPF: inovasi Pendidikan Fisiska, 1-7.

Cahyono. (2017). Analisis Keterampilan Berpikir Kritis dalam Memecahkan Masalah Ditinjau Perbedaan Gender. AKSIOMA.

Dari, F. W., & Ahmad, S. (2020). Model Discovery Learning Sebagai Upaya Meningkatkan Kemampuan Berpikir Kritis Siswa SD. Jurnal Pendidikan Tambusai, 4(2), 1469–1479. https://doi.org/https://doi.org/10.31004/jptam.v4i2.612.

Dewi, Puspita., dkk., (2023). Pengembangan Media Ular Tangga Berbasis Digital pada Mata Pelajaran IPA Siswa Sekolah Dasar. Edukatif: Jurnal Ilmu Pendidikan Volume 5 Nomor 5 Oktober 2023 Halaman 1953 - 1964 https://edukatif.org/index.php/edukatif/index. ISSN 2656-8063 (Media Cetak). ISSN 2656-8071 (Media Online). DOI: https://doi.org/10.31004/edukatif.v5i5.5419.

Hallinger, P. (2021). Tracking the Evolution of the Knowledge Base on Problem-based Learning: A Bibliometric Review, 1972-2019. Journal of Problem-Based Learning, 15.

Hartono, M., Candramata., A. M., Adhyatmoko, K. N., Yulianto, B., 2016. Math Education Gamefor Primary School. 2016 International Conference on Information Management and Technology (ICIMTech), pp. 93-96.

Ibrahim, I., Sujadi, I., Maarif, S., & Widodo, S. A. (2021). Increasing Mathematical Critical Thinking Skills Using Advocacy Learning with Mathematical Problem Solving.Jurnal Didaktik Matematika,8(1), 1-14.

Indriati, W. (2022). Peningkatan Keaktifan dan Hasil Belajar Siswa pada Pembelajaran Statistika melalui Model Problem-Based Learning Berbantuan Microsoft Excel . Ideguru: Jurnal Karya Ilmiah Guru, 157-163.

Kemdikbud. (2017). Pendidikan Karakter Dorong Tumbuhnya Kompetensi Siswa Abad 21 . (Online). https://www.kemdikbud.go.id/main/blog/2017/06/pendidikan-karakter-dorong-tumbuhnya-kompetensi-siswa-abad-21.

Lidiawati, KR & Aurelia, Trisha., (2023). Kemampuan Berpikir Kritis Siswa di Indonesia: Rendah atau Tinggi?. Buletin KPIN Konsorium Psikologi Ilmiah Nusantara. ISSN 2477-1686. Vol. 9 No. 02 Januari 2023.

Mustaqim, I. 2017. Pengembangan Media Pembelajaran Berbasis Augmented reality. Jurnal Edukasi Elektro, 1(1) Negeri 10 Banda Aceh. Jurnal Pesona Dasar, 3(4), 43–53.

Nainggolan, A. C., Thomas, U. K. S., & Dewi, I. (2023). Penerapan Ideologi Dan Tujuan Pendidikan Matematika Secara Epistemologi Dalam Kurikulum Merdeka Belajar.

Nursyifa, Aulia. (2019). Transformasi Pendidikan Ilmu Pengetahuan Sosial dalam Menghadapi Era Revolusi Industri 4.0. Jurnal Pendidikan Kewarganegaraan. Vol. 6 No. 1 Maret 2019. p-ISSN 2302-0865 | e-ISSN 2621-346X.

Putri, K. E., & Wiguna, F. A. (2020). Augmented Reality Based Learning Media In Fotosynthesis Material. Jurnal Penelitian Pendidikan IPA, 5(1), 1-5.

Riyana, C. (2018). “Tantangan Pendidikan Era Revolusi Industri.” Universitas Negeri Malang. 2018. https://um.ac.id/content/page/2/2018/11/tantangan-pendidikan-erarevolusi-industri-4-0.

Simanjutak, dkk. (2019). Pengembangan Board Game Edukasi Dengan Teknologi Augmented Reality (Studi Kasus Permainan Ular Tangga. urnal Pengembangan Teknologi Informasi dan Ilmu Komputer. Vol. 3, No. 3, Maret 2019, hlm. 2425-2435. e-ISSN: 2548-964X. http://j-ptiik.ub.ac.id.

Siregar dkk. (2023). Analisis Penggunaan Bahan Ajar IPAS Berbasis STEAM Untuk Memfasilitasi Literasi Sains Pada Siswa Kelas V Sekolah Dasar. Volume VI,Nomor3,DESEMBER 2023 :258-267JURNAL PERSEDA. https://jurnal.ummi.ac.id/index.php/perseda.

Suma, I. K., Suastra, I. W., Pascasarjana, P., & Ganesha, U. P. (2013). The Relationship Between 21st-century Teacher Skills and Critical Thinking Skills of Classroom Teacher.

Suprijono, A. (2017). Model-Model Pembelajaran. Jakarta: Pustaka Pelajar.

Temuningsih, Penianti, E., & Marianti, A. (2017). Pengaruh Penerapan Model Problem Based Learning Berpendekatan Etnosains pada Materi Sistem Reproduksi Terhadap Kemampuan Berpikir Kritis Siswa. Journal of Biologi Education, 70-79.
Published
2024-09-04
How to Cite
Lestariningsih, D., Wibawa, S., & Zulfiati, H. (2024, September 4). BOARDGAME ULAR TANGGA BERBASIS AUGMENTED REALITY DENGAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PADA MATERI KERAGAMAN BUDAYA. Autentik : Jurnal Pengembangan Pendidikan Dasar, 8(2), 325-336. https://doi.org/https://doi.org/10.36379/autentik.v8i2.545
Section
Articles
Abstract viewed = 13 times
PDF downloaded = 6 times