PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY (AR-DPK) UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN TEKNIK JARINGAN KOMPUTER

Fariz Aulia Rahman, Dwi Ratnawati

Abstract


This study aims to develop Augmented Reality (AR)-based learning media and to determine its feasibility, practicality, and effectiveness in improving student learning outcomes in the Basic Computer Network Engineering subject for 10th-grade students. Abstract and technical material often poses a challenge for students in understanding basic network concepts. This study employed a Research and Development method with the 4D development model (Define, Design, Develop, Disseminate), limited to the Develop stage. Research subjects included a media expert, a subject matter expert, and 31 10th-grade vocational students. The results indicated that: (1) The developed AR learning media was rated "Very Feasible" by the media expert (89.29%) and the subject matter expert (95%). (2) The media was considered "Practical" by users, with an average practicality score of 77.50%. (3) The media was proven effective in improving student learning outcomes, shown by an increase in the average score from 45.5 (pre-test) to 82.0 (post-test), with an N-Gain Score of 0.67 in the "Medium" category. These findings suggest that AR-based learning media can serve as an effective innovation for vocational education to visualize abstract technical concepts.

 

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) dan untuk mengetahui tingkat kelayakan, kepraktisan, serta efektivitasnya dalam meningkatkan hasil belajar siswa pada mata pelajaran Dasar Program Keahlian Teknik Jaringan Komputer kelas X. Materi yang bersifat abstrak dan teknis seringkali menjadi kendala bagi siswa dalam memahami konsep dasar jaringan. Penelitian ini menggunakan metode Penelitian dan Pengembangan (Research and Development) dengan model pengembangan 4D (Define, Design, Develop, Disseminate), namun dibatasi hingga tahap Develop. Subjek penelitian terdiri dari ahli media, ahli materi, serta 31 siswa kelas X TKJ sebagai subjek uji coba. Teknik pengumpulan data menggunakan angket validasi ahli, angket respon pengguna, serta tes hasil belajar (pre-test dan post-test). Data kelayakan dan kepraktisan dianalisis secara deskriptif kuantitatif, sedangkan data efektivitas dianalisis menggunakan uji N-Gain Score. Hasil penelitian menunjukkan bahwa: (1) Media pembelajaran AR yang dikembangkan dinyatakan "Sangat Layak" berdasarkan penilaian ahli media dengan persentase 89,29% dan ahli materi dengan persentase 95%. (2) Media ini dinilai "Praktis" oleh pengguna (guru dan siswa) dengan skor rata-rata kepraktisan sebesar 77,50%. (3) Media ini terbukti efektif dalam meningkatkan hasil belajar siswa, yang ditunjukkan oleh peningkatan nilai rata-rata dari 45,5 (pre-test) menjadi 82,0 (post-test) dengan perolehan N-Gain Score sebesar 0,67 dalam kategori "Sedang". Temuan ini menunjukkan bahwa media pembelajaran berbasis AR dapat menjadi inovasi yang efektif bagi pendidikan kejuruan untuk memvisualisasikan konsep teknis yang abstrak.


Keywords


Learning Media; Augmented Reality; Computer Networks; Research and Development; 4D Model.

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DOI: https://doi.org/10.17509/e.v24i3.90787

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