Interactive Augmented Reality Media within the Contextual Flipped Group Classroom Model to Foster Students' Science and Social Learning Motivation

Authors

  • Nasrah Nasrah Elementary Teacher Education Program, Universitas Muhammadiyah Makassar, Makassar, Indonesia
  • Syarifah Aeni Rahman Elementary Teacher Education Program, Universitas Muhammadiyah Makassar, Makassar, Indonesia
  • Fitri Yanty Muchtar Elementary Teacher Education Program, Universitas Muhammadiyah Makassar, Makassar, Indonesia
  • Ummu Khaltsum Elementary Teacher Education Program, Universitas Muhammadiyah Makassar, Makassar, Indonesia
  • M. Takdir Elementary Teacher Education Program, Universitas Muhammadiyah Makassar, Makassar, Indonesia
  • Muh. Takbir Elementary Teacher Education Program, Universitas Muhammadiyah Makassar, Makassar, Indonesia
  • Sri Mahardini Putri Elementary Teacher Education Program, Universitas Muhammadiyah Makassar, Makassar, Indonesia

DOI:

https://doi.org/10.21009/jtp.v28i1.62248

Keywords:

Augmented Reality, contextual flipped group, learning motivation, Natural Science, Elementary School

Abstract

The advancement of educational technology presents significant opportunities for creating more interactive, contextual, and motivating learning experiences for students. However, Natural and Social Sciences (IPAS) instruction in elementary schools is still frequently conducted through conventional methods that fail to encourage active student participation and learning motivation. This study aims to develop and examine the effectiveness of innovative interactive learning media based on Augmented Reality (AR) integrated within the Contextual Flipped Group Classroom (CFGC) model to enhance elementary students' motivation in learning IPAS. This research employs a Research and Development (R&D) approach utilizing the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The research subjects consisted of 224 elementary school students divided into experimental and control groups. The research instrument comprised a learning motivation questionnaire encompassing five indicators: achievement goals, performance goals, learning value, active learning strategies, and self-efficacy. Data analysis was conducted using Analysis of Covariance (ANCOVA) and independent t-tests. The findings demonstrate that the implementation of AR-based interactive media within the CFGC model significantly enhanced students' IPAS learning motivation across all motivational dimensions (p < 0.05). The highest improvement was observed in the self-efficacy and active learning strategies dimensions, indicating that AR media effectively cultivates students' confidence and active engagement in learning IPAS concepts. These findings confirm that the integration of AR-based interactive media within the CFGC model represents an effective pedagogical innovation for fostering elementary students' IPAS learning motivation. This media provides more contextual, collaborative, and meaningful learning experiences, thereby strengthening the implementation of 21st-century digital technology-based learning.

References

Agustini, K., Pratiwi, N. W. E., Mertayasa, I. N. E., Wahyuni, D. S., & Wedanthi, N. K. (2021). Flipped Learning for 21 st Century Competence Development. Proceedings of the 5th Asian Education Symposium 2020 (AES 2020), 566(Aes 2020), 534–540. https://doi.org/10.2991/assehr.k.210715.109

AlGerafi, M. A. M., Zhou, Y., Oubibi, M., & Wijaya, T. T. (2023). Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education. In Electronics (Switzerland) (Vol. 12, Issue 18). Multidisciplinary Digital Publishing Institute (MDPI). https://doi.org/10.3390/electronics12183953

Álvarez-Marín, A., Velázquez-Iturbide, J. Á., & Castillo-Vergara, M. (2023). The acceptance of augmented reality in engineering education: the role of technology optimism and technology innovativeness. Interactive Learning Environments, 31(6), 3409–3421. https://doi.org/10.1080/10494820.2021.1928710

Angraini, L. M., Noto, M. S., & Muhammad, I. (2024). Augmented Reality–Based Learning Media on Mathematical Computational Thinking Ability. International Journal of Science, Mathematics and Technology Learning, 31(2), 89–118. https://doi.org/10.18848/2327-7971/CGP/v31i02/89-118

Arici, F., Yildirim, P., Caliklar, Ş., & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers and Education, 142. https://doi.org/10.1016/j.compedu.2019.103647

Asmayani, A., Nasrah, N., & Magfirah, N. (2023). Pengaruh Media Interaktif Animasi Terhadap Minat Belajar Siswa Pada Mata Pelajaran IPA Siswa Kelas V UPT SPF SD Negeri Kalukuang II Makassar. Journal on Education, 6(1), 1269–1276. https://doi.org/10.31004/joe.v6i1.3079

Chen, C., & Jamiat, N. (2023). A quantitative study on the effects of an interactive multimodal application to promote students’ learning motivation and comprehension in studying Tang poetry. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1189864

Chen, M. P., Wang, L. C., Zou, D., Lin, S. Y., Xie, H., & Tsai, C. C. (2022). Effects of captions and English proficiency on learning effectiveness, motivation and attitude in augmented-reality-enhanced theme-based contextualized EFL learning. Computer Assisted Language Learning, 35(3), 381–411. https://doi.org/10.1080/09588221.2019.1704787

Dermitzaki, I., Stavroussi, P., Vavougios, D., & Kotsis, K. T. (2013). Adaptation of the Students’ Motivation Towards Science Learning (SMTSL) questionnaire in the Greek language. European Journal of Psychology of Education, 28(3), 747–766. https://doi.org/10.1007/s10212-012-0138-1

Elmunsyah, H., Hidayat, W. N., & Asfani, K. (2019). Interactive learning media innovation: Utilization of augmented reality and pop-up book to improve user’s learning autonomy. Journal of Physics: Conference Series, 1193(1). https://doi.org/10.1088/1742-6596/1193/1/012031

Erbil, D. G., & Kocabaş, A. (2020). Flipping the 4th grade social studies course in a cooperative Way: Effects on academic achievement and motivation. Studies in Educational Evaluation, 66(March). https://doi.org/10.1016/j.stueduc.2020.100878

Garzón, J., & Acevedo, J. (2019). Meta-analysis of the impact of augmented reality on students’ learning gains. Educational Research Review, 27, 244–260. https://doi.org/10.1016/j.edurev.2019.04.001

Garzón, J., Baldiris, S., Gutiérrez, J., & Pavón, J. (2020). How do pedagogical approaches affect the impact of augmented reality on education? A meta-analysis and research synthesis. Educational Research Review, 31, 100334. https://doi.org/10.1016/j.edurev.2020.100334

Howard, J. L., Bureau, J., Guay, F., Chong, J. X. Y., & Ryan, R. M. (2021). Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory. Perspectives on Psychological Science, 16(6), 1300–1323. https://doi.org/10.1177/1745691620966789

Indayati, T., Rahayu, W., & Karinsa, H. (2024). Alternate Reality Game and Augmented Reality: Do They Complement in Promoting Students’ Self-Efficacy for Science Learning. Jurnal Pendidikan MIPA, 25(3), 1329–1346. https://doi.org/10.23960/jpmipa/v25i3.pp1329-1346

Khaltsum, U., Gani, H. A., & Bundu, P. (2023). The Development of Interactive Learning Devices with Using I-Spring Media to Improve Learning Outcomes of Indonesian Language Learning For Pgsd Students. Himalayan Journal Of Hummanities and Cultural Student. https://doi.org/10.47310/hjhcs.2023.v04i01.006

Khan, T., Johnston, K., & Ophoff, J. (2019). The Impact of an Augmented Reality Application on Learning Motivation of Students. Advances in Human-Computer Interaction, 2019. https://doi.org/10.1155/2019/7208494

Krou, M. R., Fong, C. J., & Hoff, M. A. (2021). Achievement Motivation and Academic Dishonesty: A Meta-Analytic Investigation. Educational Psychology Review, 33(2), 427–458. https://doi.org/10.1007/s10648-020-09557-7

Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies. In Applied Sciences (Switzerland) (Vol. 12, Issue 13). MDPI. https://doi.org/10.3390/app12136809

Lee, Y. M., Jahnke, I., & Austin, L. (2021). Mobile microlearning design and effects on learning efficacy and learner experience. In Educational Technology Research and Development (Vol. 69, Issue 2). Springer US. https://doi.org/10.1007/s11423-020-09931-w

Liao, C. W., Chen, C. H., & Shih, S. J. (2019). The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Computers and Education, 133(July 2018), 43–55. https://doi.org/10.1016/j.compedu.2019.01.013

Liao, C.-H. D., Wu, W.-C. V., Gunawan, V., & Chang, T.-C. (2024). Using an Augmented-Reality Game-Based Application to Enhance Language Learning and Motivation of Elementary School EFL Students: A Comparative Study in Rural and Urban Areas. The Asia-Pacific Education Researcher, 33(2), 307–319. https://doi.org/10.1007/s40299-023-00729-x

Lin, J.-W., Lin, H.-C. K., & Hung, M.-L. (2025). Flipped classroom combined with group awareness. The International Review of Research in Open and Distributed Learning, 26(3), 105–125. https://doi.org/10.19173/irrodl.v26i3.8173

Mengesha, A. K., Semagne, H., & Misker, M. (2024). Assessing the effectiveness of flipped classroom teaching–learning method among undergraduate medical students: An interventional study. BMC Medical Education, 24, 6105. https://doi.org/10.1186/s12909-024-06105-7

Metaj-Macula, A., & Bytyqi-Damoni, A. (2020). Adaption of the students’ motivation towards science learning (Smtsl) questionnaire into albanian language. Elementary Education Online, 19(4), 1875–1887. https://doi.org/10.17051/ilkonline.2020.762519

Muchtar, F. Y., Nasrah, & Ilham, M. (2021). Pengembangan Multimedia Interaktif Berbasis I-Spring Presenter untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Sekolah Dasar. Jurnal Basicedu, 5(5), 3(2), 524–532.

Nasrah, Malago, J., & Saman, A. (2024). Designing a Learning Model with a Contextual Teaching Learning Approach Based on the Flipped Classroom to Improve Science Understanding. Asian Journal of Education and Social Studies, 50(3), 60–70. https://doi.org/10.9734/ajess/2024/v50i31280

Novitri, A., Pada, A. U. T., Nurmaliah, C., Khairil, K., & Artika, W. (2022). Implementation of Flipped Classroom Learning to Improve Critical Thinking and Self Managements Skills of Vocational Students. Jurnal Penelitian Pendidikan IPA, 8(1), 371–377. https://doi.org/10.29303/jppipa.v8i1.1268

Ntoumanis, N., Ng, J. Y. Y., Prestwich, A., Quested, E., Hancox, J. E., Thøgersen-Ntoumani, C., Deci, E. L., Ryan, R. M., Lonsdale, C., & Williams, G. C. (2021). A meta-analysis of self-determination theory-informed intervention studies in the health domain: effects on motivation, health behavior, physical, and psychological health. Health Psychology Review, 15(2), 214–244. https://doi.org/10.1080/17437199.2020.1718529

OECD. (2023). PISA 2022 Results Factsheets Indonesia. OECD (Organisation for Economic Co-Operation and Development) Publication, 1–9. https://www.oecd.org/en/publications/pisa-2022-results-volume-i-and-ii-country-notes_ed6fbcc5-en/indonesia_c2e1ae0e-en.html

Prasetya, S. P., Hidayati, A., Farid, J. A., Listari, T., Ardiansyah, R., & Chanthoeurn, D. (2024). Development of Augmented Reality Atlas Volcano Series Media in Social Sciences Learning. TEM Journal, 13(4), 3125–3136. https://doi.org/10.18421/TEM134-47

Pratama, H., Azman, M. N. A., Kenzhaliyev, O. B., Wijaya, H., & Kassymova, G. K. (2021). Application of augmented reality technology as an interactive learning medium in geography subjects. News of the National Academy of Sciences of the Republic of Kazakhstan, Series of Geology and Technical Sciences, 4(448), 21–29. https://doi.org/10.32014/2021.2518-170X.77

Rahman, S. A., Bundu, P., & Samad, S. (2023). The Development of Social Science Learning Media Based on Wordwall Digital Game in Elementary Schools. Asian Journal of Education and Social Studies, 44(2), 9–19. https://doi.org/10.9734/ajess/2023/v44i2957

Ramadansur, R., Kuning, U. L., Sembiring, A. K., Kuning, U. L., Rizky, R., Kuning, U. L., & Kuning, U. L. (2023). Promoting Critical Thinking Skills through Contextual Teaching and Learning Rahmat. Lectura: Jurnal Pendidikan, 14, 340–351.

Schunk, D. H., & DiBenedetto, M. K. (2021). Self-efficacy and human motivation. In Advances in Motivation Science (1st ed., Vol. 8). Elsevier Inc. https://doi.org/10.1016/bs.adms.2020.10.001

Setiawan, B., & Hendri, L. (2019). Pendekatan Ctl Dalam Meningkatkan Kemampuan Berpikir Kritis Siswa Sekolah Dasar Pada Mata Pelajaran Matematika. J-PiMat : Jurnal Pendidikan Matematika, 1(1), 21–25. https://doi.org/10.31932/j-pimat.v1i1.406

Sophia R Peligrino, M. (2023). Students Motivation Towards Science Learning: A Confirmatory Factor Analysis. International Journal of Science and Research (IJSR), 12(1), 689–704. https://doi.org/10.21275/sr201124091859

Strelan, P., Osborn, A., & Palmer, E. (2020). The flipped classroom: A meta-analysis of effects on student performance across disciplines and education levels. Educational Research Review, 30, 100314. https://doi.org/10.1016/j.edurev.2020.100314

Sugiyono. (2017). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta.

Suriani, U., Nasrah, & Nasharuddin. (2024). PENGARUH MEDIA INTERAKTIF TERHADAP HASIL BELAJAR SISWA PADA PEMBELAJARAN IPA KELAS V SD INPRES BTN IKIP 1. Pendas : Jurnal Ilmiah Pendidikan Dasar, 24(7), 28–42.

Suryawati, E., & Osman, K. (2018). Contextual learning: Innovative approach towards the development of students’ scientific attitude and natural science performance. EURASIA Journal of Mathematics, Science and Technology Education, 14(1), 61–76. https://doi.org/10.12973/ejmste/79329

Syawaludin, A., Gunarhadi, & Rintayati, P. (2019). Development of augmented reality-based interactive multimedia to improve critical thinking skills in science learning. International Journal of Instruction, 12(4), 331–344. https://doi.org/10.29333/iji.2019.12421a

Tampubolon, D. I., & Amri, Z. (2021). The contextual Teaching And Learning (CTL) Based On Contextual Teaching And Learning (CTL) Based On Student Worksheets. Indonesian Journal of Education and …. http://jurnal.umsu.ac.id/index.php/IJEMS/article/view/8126

Utami, U., Ghufron, A., & Setiawati, F. A. (2023). A Systematic Literature Review of Flipped Classroom: Is It Effective On Student Learning in Elementary School? Pegem Journal of Education and Instruction, 14(1), 244–251. https://doi.org/10.47750/pegegog.14.01.27

Vagg, T., Balta, J. Y., Bolger, A., & Lone, M. (2020). Multimedia in Education: What do the Students Think? Health Professions Education, 6(3), 325–333. https://doi.org/10.1016/j.hpe.2020.04.011

Van Vliet, E. A., Winnips, J. C., & Brouwer, N. (2015). Flipped-class pedagogy enhances student metacognition and collaborative-learning strategies in higher education but effect does not persist. CBE Life Sciences Education, 14(3), 1–10. https://doi.org/10.1187/cbe.14-09-0141

Wannapiroon, P., Nilsook, P., Kaewrattanapat, N., Wannapiroon, N., & Supa, W. (2021). Augmented Reality Interactive Learning Model, using the Imagineering Process for the SMART Classroom. TEM Journal, 10(3), 1404–1417. https://doi.org/10.18421/TEM103-51

Waskito, Fortuna, A., Prasetya, F., Wulansari, R. E., Nabawi, R. A., & Luthfi, A. (2024). Integration of Mobile Augmented Reality Applications for Engineering Mechanics Learning with Interacting 3D Objects in Engineering Education. International Journal of Information and Education Technology, 14(3), 354–361. https://doi.org/10.18178/ijiet.2024.14.3.2057

Widyaningrum, H. K. (2020). Flipped Classroom Learning Innovation and Critical Thinking Ability of Students on Argumentation Writing Skills. RETORIKA: Jurnal Bahasa, Sastra, Dan Pengajarannya, 13(1), 174. https://doi.org/10.26858/retorika.v13i1.10558

Wong, K. E., Din, R., & Othman, N. (2023a). Flipped Classroom’s Impact on Critical Thinking, Active Learning and Motivation: A Critical Review. International Journal of Academic Research in Business and Social Sciences, 13(12), 4390–4400. https://doi.org/10.6007/ijarbss/v13-i12/20278

Wong, K. E., Din, R., & Othman, N. (2023b). Flipped Classroom’s Impact on Critical Thinking, Active Learning and Motivation: A Critical Review. International Journal of Academic Research in Business and Social Sciences, 13(12), 4390–4400. https://doi.org/10.6007/ijarbss/v13-i12/20278

Yacoubian, H. A., & Khishfe, R. (2018). Argumentation, critical thinking, nature of science and socioscientific issues: a dialogue between two researchers. International Journal of Science Education, 40(7), 796–807. https://doi.org/10.1080/09500693.2018.1449986

Yousef, A. M. F. (2021). Augmented reality assisted learning achievement, motivation, and creativity for children of low-grade in primary school. Journal of Computer Assisted Learning, 37(4), 966–977. https://doi.org/10.1111/jcal.12536

Zakiyah, Z., & Kartika, H. (2024). Uji Validitas Konten Instrumen Kemampuan Representasi Matematis Dalam Menyelesaikan Masalah Bangun Datar. JP2M (Jurnal Pendidikan Dan Pembelajaran Matematika), 10(1), 250–257. https://doi.org/10.29100/jp2m.v10i1.5485

Zander, L., Brouwer, J., Jansen, E., Crayen, C., & Hannover, B. (2018). Academic self-efficacy, growth mindsets, and university students’ integration in academic and social support networks. Learning and Individual Differences, 62(January), 98–107. https://doi.org/10.1016/j.lindif.2018.01.012

Downloads

Published

2026-04-10

How to Cite

Nasrah, N., Rahman, S. A., Muchtar, F. Y., Khaltsum, U., Takdir, M., Takbir, M., & Putri, S. M. (2026). Interactive Augmented Reality Media within the Contextual Flipped Group Classroom Model to Foster Students’ Science and Social Learning Motivation. JTP - Jurnal Teknologi Pendidikan, 28(1), 40–57. https://doi.org/10.21009/jtp.v28i1.62248