Pengembangan Booklet Berbasis Augmented Reality sebagai Media Pembelajaran pada Materi Perubahan Iklim untuk Meningkatkan Pemahaman Siswa Kelas VII
DOI:
https://doi.org/10.21009/EIPS.010.1.02Keywords:
augmented reality, booklet, media pembelajaran, perubahan iklimAbstract
This study aims to develop an Augmented Reality (AR)-based booklet as a learning medium for the topic of climate change and to examine its feasibility and effectiveness in seventh-grade junior high school Social Studies (IPS) learning. The research employed a Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The study was conducted at SMPN 138 Jakarta. Data were collected through expert validation questionnaires, user response questionnaires, and learning achievement tests consisting of pre-tests and post-tests. The findings indicate that the developed AR-based booklet is feasible as a learning medium, as evidenced by the evaluations of media experts (75%, feasible), subject matter experts (78.3%, feasible), language experts (92.5%, highly feasible), Social Studies teachers (92.5%, highly feasible), and students (87.29%, highly feasible). The effectiveness of the learning media was demonstrated through a field test, which showed an increase in the average student learning achievement score from 76.4 to 92.2. The Wilcoxon signed-rank test revealed a statistically significant improvement (Sig. = 0.000), and the N-Gain score of 0.6909 fell within the moderate category. Therefore, the AR-based booklet is considered feasible and moderately effective for use appropriately in Social Studies learning on the topic of climate change.
Abstrak
Penelitian ini bertujuan untuk mengembangkan booklet berbasis Augmented Reality (AR) sebagai media pembelajaran pada materi perubahan iklim serta menguji kelayakan dan efektivitasnya dalam pembelajaran Ilmu Pengetahuan Sosial (IPS) kelas VII SMP. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Penelitian dilaksanakan di SMPN 138 Jakarta. Data dikumpulkan melalui angket validasi ahli, angket respons pengguna, dan tes hasil belajar yang terdiri atas pre-test dan post-test. Hasil penelitian menunjukkan bahwa booklet berbasis AR yang dikembangkan layak digunakan sebagai media pembelajaran, sebagaimana ditunjukkan oleh penilaian ahli media (75%, layak), ahli materi (78,3%, layak), ahli bahasa (92,5%, sangat layak), guru IPS (92,5%, sangat layak), dan siswa (87,29%, sangat layak). Efektivitas media pembelajaran ditunjukkan melalui uji lapangan yang memperlihatkan peningkatan rata-rata nilai hasil belajar siswa dari 76,4 menjadi 92,2. Uji Wilcoxon signed-rank menunjukkan peningkatan yang signifikan secara statistik (Sig. = 0,000), dan skor N-Gain sebesar 0,6909 berada dalam kategori sedang. Oleh karena itu, booklet berbasis AR dinilai layak dan cukup efektif untuk digunakan secara tepat dalam pembelajaran IPS pada materi perubahan iklim.
References
Basiran, B., & Ningsih, T. (2023). Kreativitas guru dalam mengembangkan media pembelajaran IPS. Jurnal Kependidikan, 11(2), 226–239.
Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer.
Chang, Y.-J., Kang, Y.-S., & Huang, P.-C. (2013). An augmented reality (AR)-based vocational task prompting system for people with cognitive impairments. Research in Developmental Disabilities, 34(10), 3049–3056.
Chen, S.-Y. (2022). To explore the impact of augmented reality digital picture books in environmental education courses on environmental attitudes and environmental behaviors of children from different cultures. Frontiers in Psychology, 13, 1063659. https://doi.org/10.3389/fpsyg.2022.1063659
Hosch, W. L. (2025, November). augmented reality. Encyclopedia Britannica. https://www.britannica.com/technology/augmented-reality
Ibáñez, M. B., Di Serio, Á., Villarán, D., & Kloos, C. D. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1–13.
Istiqomah, I., Agustito, D., Sulistyowati, F., Yuliani, R., & Irsyad, M. (2021). Pelatihan Pengembangan Media Pembelajaran Berbasis Sparkol Videoscribe untuk Meningkatkan Kemampuan 3N (Niteni, Nirokke, Nambahi). Community Empowerment, 6, 464–471. https://doi.org/10.31603/ce.4425
Leiserowitz, A., Carman, J., Buttermore, N., Wang, X., Rosenthal, S., Marlon, J., & Mulcahy, K. (2021). International public opinion on climate change. New Haven, CT: Yale Program on Climate Change Communication and Facebook Data for Good.
Mayer, R. E. (2024). Cognitive Theory of Multimedia Learning. In R. E. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (2nd ed., pp. 43–71). Cambridge University Press. https://doi.org/DOI: 10.1017/CBO9781139547369.005
Murni, N. F. (2021). Upaya meningkatkan keaktifan siswa dalam proses pembelajaran. Science, Engineering, Education, and Development Studies (SEEDS): Conference Series, 5(1).
Riduwan, M. B. A. (2023). Dasar-dasar statistika. Bandung: Alfabeta.
Safitri, D., Marini, A., Irwansyah, P., & Sudrajat, A. (2025). Transforming environmental education with augmented reality: A model for learning outcome. Social Sciences & Humanities Open, 12, 101796. https://doi.org/https://doi.org/10.1016/j.ssaho.2025.101796
Sahin, D., & Yilmaz, R. M. (2020). The effect of Augmented Reality Technology on middle school students’ achievements and attitudes towards science education. Computers & Education, 144, 103710.
Sari, W. P., Rahmatika, H., Yogica, R., & Rahmi, F. O. (2025). Analisis Kebutuhan Pengembangan Booklet Berbantuan Augmented Reality Pada Materi Virus Untuk Siswa SMA Dengan Beragam Gaya Belajar. Cognitive: Jurnal Pendidikan Dan Pembelajaran, 3(2), 49–58.
Sintiya Safitri, I., Noviyanti, S., Chan, F., Malika Nurluthvia, K., & Patoman Simatupang, A. (2024). Analisis Kesulitan Siswa dalam Pembelajaran IPS Muatan IPAS di Sekolah Dasar. Ainara Journal (Jurnal Penelitian Dan PKM Bidang Ilmu Pendidikan), 5(1), 77–81. https://doi.org/10.54371/ainj.v5i1.331
Sugiyono, D. (2020). Metode penelitian kuantitatif, kualitatif dan R&D.
Taufik, M., & Doyan, A. (2022). Pengembangan media pembelajaran fisika berbasis google sites untuk meningkatkan kemampuan penguasaan konsep dan berpikir kritis peserta didik SMA. Jurnal Ilmiah Profesi Pendidikan, 7(3), 1167–1173.
Wang, K., Tekler, Z. D., Cheah, L., Herremans, D., & Blessing, L. (2021). Evaluating the effectiveness of an augmented reality game promoting environmental action. Sustainability, 13(24), 13912.
Wojciechowski, R., & Cellary, W. (2013). Evaluation of learners’ attitude toward learning in ARIES augmented reality environments. Computers & Education, 68, 570–585.
YouGov. (2020). Globalism 2020 Guardian Climate and Lifestyle after COVID. https://yougov.co.uk
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nanda Luthfi Yani, Desy Safitri, Sujarwo

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal 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 ShareAlike License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- 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 acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories, pre-prints sites or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater dissemination of published work




