PENGEMBANGAN MULTIMEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY DAN GAMIFIKASI PADA MATERI SISTEM PEREDARAN DARAH MANUSIA
Abstract
The integration of digital technology is essential to support active learning in 21st-century education. The Human Circulatory System in science subjects involves abstract concepts and complex biological processes that are difficult to visualize, often leading to low conceptual understanding and learning motivation. This study aims to develop and evaluate the feasibility and effectiveness of interactive multimedia based on Augmented Reality (AR) and gamification. The novelty of this study lies in the integration of AR visualization and gamification features within a single Android-based learning platform specifically designed for junior high school students. This research employed a Research and Development (R&D) approach using the ADDIE model. The subjects consisted of media experts, subject matter experts, and eighth-grade students at Joannes Bosco Junior High School, Yogyakarta. Data were collected through interviews, observations, questionnaires, and tests. The developed application presents real-time 3D visualization of the circulatory system and incorporates a gamified picture-guessing quiz to support independent learning. The validation results showed that the media was categorized as “Very Feasible,” with scores of 91.7% from subject matter experts and 96.7% from media experts. Effectiveness testing indicated an improvement in learning outcomes with an N-Gain score of 0.62 (moderate category), while student learning motivation reached 90.3% (very good category). These findings indicate that AR-based multimedia integrated with gamification is valid and effective in enhancing students’ conceptual understanding and learning motivation.
Integrasi teknologi digital menjadi kebutuhan dalam mendukung pembelajaran aktif pada pendidikan abad ke-21. Materi Sistem Peredaran Darah Manusia pada mata pelajaran IPA mengandung konsep abstrak dan proses biologis yang kompleks sehingga sulit divisualisasikan dan berdampak pada rendahnya pemahaman konsep serta motivasi belajar peserta didik. Penelitian ini bertujuan untuk mengembangkan serta menguji kelayakan dan efektivitas multimedia interaktif berbasis Augmented Reality (AR) dan gamifikasi. Kebaruan penelitian ini terletak pada integrasi visualisasi AR dan fitur gamifikasi dalam satu platform pembelajaran berbasis Android yang dirancang khusus untuk topik sistem peredaran darah pada jenjang SMP. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE. Subjek penelitian meliputi ahli media, ahli materi, dan peserta didik kelas VIII SMP Joannes Bosco Yogyakarta. Teknik pengumpulan data meliputi wawancara, observasi, angket, dan tes. Aplikasi yang dikembangkan menyajikan visualisasi objek 3D sistem peredaran darah secara real-time serta kuis tebak gambar sebagai unsur gamifikasi untuk menunjang pembelajaran mandiri. Hasil validasi menunjukkan bahwa media termasuk kategori “Sangat Layak” dengan skor 91,7% dari ahli materi dan 96,7% dari ahli media. Uji efektivitas menunjukkan peningkatan hasil belajar dengan skor N-Gain sebesar 0,62 (kategori sedang), sedangkan motivasi belajar peserta didik mencapai 90,3% (kategori sangat baik). Dengan demikian, multimedia berbasis AR yang terintegrasi dengan gamifikasi dinyatakan valid dan efektif dalam meningkatkan pemahaman konsep dan motivasi belajar peserta didik.
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DOI: https://doi.org/10.17509/e.v25i1.95864
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