Development and Effectiveness of Augmented Reality-Based Learning Media Using Assemblr for Fourth-Grade Elementary Students
DOI:
10.29303/jppipa.v12i8.7624Published:
2026-08-31Downloads
Abstract
The implementation of technology in education is focused on enhancing the efficiency of the learning process. One promising technological innovation is Augmented Reality (AR), which enables the integration of real-world elements with digital components. This study aims to create AR-based learning materials using Assemblr Apps for fourth-grade students at SDN Mlilir 02. The research was conducted at SDN Mlilir 02 Bandungan and involved 22 fourth-grade students as participants. The research methodology employed is Research and Development (R&D), utilizing the ADDIE model. This educational tool underwent a validation assessment, achieving an average approval rating of 90% from media experts and 88.33% from content experts. Students' feedback on the tool also yielded an average satisfaction rating of 86%. The normality test results yielded significance values (sig) of 0.115 for the pretest and 0.436 for the post-test. The Paired Sample T-Test results demonstrated a significance value of 0.000. Additionally, the N-Gain test results indicated an effectiveness rate of 69.02%, signifying considerable efficacy. From this study, it can be concluded that AR-based learning media utilizing Assemblr Apps can serve as supplementary educational resources for fourth-grade students at SDN Mlilir 02.
Keywords:
Assembler apps Augmented reality Instructional media LearnersReferences
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