Using Augmented Reality Virus (VAR) Application Media to Improve High School Students' Disposition and Creative Thinking Skills
DOI:
10.29303/jppipa.v9i4.3406Published:
2023-04-30Issue:
Vol. 9 No. 4 (2023): AprilKeywords:
Creative disposition, Creative thinking skills, Virus Augmented Reality (VAR)Research Articles
Downloads
How to Cite
Downloads
Metrics
Abstract
This study aims to reveal the effect of using the Augmented Reality (VAR) Virus Application in arousing the creative dispositions and creative thinking skills of high school students. The research was conducted on 118 class X students at a public high school in Mataram in biology lessons on viruses. The research was conducted using an experimental method pretest and posttest control group design. The experimental class group of students got learning by using the VAR application and the control group using the power point application (ppt). Both classes received pretest and posttest by filling out creative disposition questionnaires and tests of creative thinking skills before and after the intervention. Research data in the form of quantitative data, both creative disposition and creative thinking skills, were tested and analyzed using the N-gain test and difference test. The results of the study revealed that the VAR application aroused students' creative dispositions in the medium category (N-gain 0.41) for the experimental class (VAR application) and in the low category (N-gain 0.23) for the control class (ppt application), both statistically significantly different. The creative thinking skills of VAR class students increased in the moderate improvement category (N-gain 0.32) and in the low category ppt class (N-gain 0.09), both of which also showed significant differences. The conclusion of this study is that the use of the VAR application has the potential to be used as a learning aid for Virus material and is recommended to be suitable for stimulating the growth of creative thinking skills
References
Alghafri, A. S. R., & Ismail, H. N. Bin. (2014). The Effects of Integrating Creative and Critical Thinking on Schools Students’ Thinking. International Journal of Social Science and Humanity, 4(6), 518–525. https://doi.org/ 10.7763/IJSSH.2014.V4.410
Balandin, & Sergey. (2010). Multimedia services on top of M3 smart spaces. Proceedings - 2010 IEEE Region 8 International Conference on Computational Technologies in Electrical and Electronics Engineering, SIBIRCON-2010, 13(2), 728–732. https://doi.org/10.1109/SIBIRCON.2010.5555154
Batham, J. (2014). Developing Early Learners' Creativity and Collaboration Using Ipads. Australian Computers in Education Conference (ACEC), 23–29.
Egan, A., Maguire, R., Christophers, L., & Rooney, B. (2017). Developing creativity in higher education for 21st century learners: A protocol for a scoping review. International Journal of Educational Research, 82, 21–27. https://doi.org/10.1016/j.ijer.2016.12.004
Guildford, J.P. (1967). Creativity: Yesterday, Today and Tomorrow. The Journal of Creative Behavior, 1(1), 3–14. https://doi.org/10.1002/j.2162-6057.1967.tb00002.x
Hanke, U. (2011). Effects of Creative Dispositions on the Design of Lessons. The Open Education Journal, 4(1), 113–119. https://doi.org/10.2174/1874920801104010113
Kenett, Y.N, Levy, O., Stanley, H.E, Faust, M., & Havlin, S. (2018). Flexibility of Thought in High Creative Individuals Represented by Percolation Analysis. Proceedings of the National Academy of Sciences of the United States of America, 115(5), 867–872. https://doi.org/10.1073/pnas.1717362115
Mardiyah, F.H, Widodo, A., & Rochintaniawati, D. (2020). Use of Augmented Reality Applications to Facilitate Students' Mastery of Concepts About the Plant Life Cycle and Creative Thinking Skills. Indonesian Journal of Biology Education, 3(2), 55–62. https://doi.org/10.17509/aijbe.v3i2.25796
Mauludin, R., Sukamto, A.S, & Muhardi, H. (2017). Application of Augmented Reality as Learning Media for the Digestive System in Humans in Biology Subjects. Journal of Informatics Education and Research (JEPIN), 3(2). https://doi.org/10.26418/jp.v3i2.22676
Meltzer, D.E. (2002). The relationship between mathematics preparation and conceptual learning gains in physics: A possible "hidden variable" in diagnostic pretest scores. American Journal of Physics, 70(12), 1259–1268. https://doi.org/10.1119/1.1514215
Meslilesi, M.I, Anra, H., & Pratiwi, H.S (2017). Application of Augmented Reality as a Learning Media for Viruses in Biology Class X SMA (Case Study: SMA Negeri 7 Pontianak). Journal of Information Systems and Technology (JUSTIN), 5(2), 80–84. https://onesearch.id/Record/IOS1988.article-18515
Mulyasa, E. (2018). Implementasi Kurikulum 2013 Revisi. Bumi Aksara. Jakarta.
Nafrin, I., &, & Hudaidah. (2021). The development of Indonesian education during the Covid-19 pandemic. Educative : Journal of Educational Sciences, 3(2), 456–462. https://doi.org/10.31004/edukatif.v3i2.324
The Organization for Economic Cooperation and Development. (2014). Sustainable well-being : concepts, issues, and educational practices. In ESWB Press. http://www.cityuniversity.ca/wp-content/uploads/2015/02/Sustainable-Well-Being-2014.pdf#page=181
Pusitaningtyas, A. (2016). The influence of parent and teacher communication on student creativity. Proceedings of ICECRS, 1, 935–942.
Puspitasari, D., Henry, P & Eka. P.(2020). Development of an augmented reality animation supplement in biology textbooks for students' cognitive reinforcement. Journal of Educational Technology Studies, 3, 29–39. https://orcid.org/0000-0001-5677-736X
Runco, M.A, & Acar, S. (2012). Divergent Thinking as an Indicator of Creative Potential. Creativity Research Journal, 24(1), 66–75. https://doi.org/10.1080/10400419.2012.652929
Siswono, T. (2005). Efforts to improve students' creative thinking skills through problem posing. Journal of Mathematics and Science Education, 1, 1–9.
Sukarso, AA., Ari, W., Diana, R., & Widi, P. (2021). Gender response in laboratory activity based on creative research project on biology creative thinking skills of high school students. MIPA Incandescent Journal, 16(5), 569–575. https://doi.org/10.29303/jpm.v16i5.1901
Sukarso, AA., & Muslihatun. (2021). Mengembangkan keterampilan berpikir kreatif, sikap dan kemampuan bekerja ilmiah melalui pembelajaran praktikum proyek riset otentik. Jurnal Ilmiah Profesi Pendidikan. 6(3), 467-475. https://doi.org/10.29303/jipp.v6i3.268
Supriatna, N. (2019). Development of 21st century imaginative creativity in history learning. Journal of History Educators and Researchers, 2(2), 73. https://doi.org/10.17509/historia.v2i2.16629
Theodoropoulos, A., & Lepouras, G. (2021). Augmented Reality and Programming Education: A Systematic Review. International Journal of Child-Computer Interaction, 30, 100335. https://doi.org/10.1016/j.ijcci.2021.100335
Torrance, E. (1977). Structure of the Torrance Tests of Creative Thinking. Journal of Educational and Psychological Measurement, 48(2), 463–468. https://doi.org/10.1177/0013164488482021
Trilling, B., & Fadel, C. (2009). 21st century skills: Learning for life in our times. Jossey-Bass A.
Wulandari, R., Widodo, A., & Diana, R. (2020). The use of augmented reality applications to facilitate students' mastery of concepts and creative thinking skills. Journal of Biology Education, 11(2),59. https://doi.org/10.17977/um052v11i2p59-69
Yoon, C.H (2017). A validation study of the Torrance Tests of Creative Thinking with a sample of Korean elementary school students. Journal Thinking Skills and Creativity, 26, 38–50. https://doi.org/10.1016/j.tsc.2017.05.004
Zubaidah, S. (2016). Keterampilan Abad Ke-21 : Keterampilan yang Diajarkan Melalui Pembelajaran. Seminar Nasional Pendidikan: “Isu-Isu Strategis Pembelajaran MIPA Abad 21", 21(2), 1–17.
Zulfiani, Susanti, B.H, & Qumillaila. (2017). Development of the Android Version of Augmented Reality as Learning Media for the Human Excretory System. Journal of Educational Horizons, 36(1), 57–69. https://doi.org: 10.21831/cp.v36i1.9786
Author Biographies
Putri Sri Rizki Parani, UNIVERSITAS MATARAM
AA Sukarso, University of Mataram
Mahrus, University of Mataram
Khairuddin Khairuddin, University of Mataram
License
Copyright (c) 2023 Putri Sri Rizki Parani, AA Sukarso, Mahrus, Khairuddin Khairuddin
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with Jurnal Penelitian Pendidikan IPA, agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Jurnal Penelitian Pendidikan IPA.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).