Bridging Nature and Technology: The Impact of Environment-Based Augmented Reality Digital Books on Elementary Students’ Science Interest and Achievement
Jul 2026· Jurnal Paedagogy· Vol 13, pp. 1129-1140· 0 citations
TL;DR
Findings indicate that the developed digital book with environment-based AR features is a valid, practical, and effective learning medium for enhancing science learning outcomes and interest among fifth-grade elementary school students.
Abstract
This study aims to develop a digital book design equipped with environment-based Augmented Reality (AR) features and to examine its validity, practicality, and effectiveness in improving students’ interest and achievement in science learning. This study employed the ADDIE model, consisting of five stages: Analyze, Design, Development, Implementation, and Evaluation. The research was conducted with fifth-grade students at SD No. 3 Kedonganan, Bali Province. The effectiveness test involved 54 students from two classes, consisting of 27 students in the experimental class and 27 students in the control class. The practicality test involved five teachers and 25 fifth-grade students selected for the product trial. Data were collected through validated questionnaires and multiple-choice tests. The validity of the digital book was assessed using a modified Learning Object Review Instrument (LORI) and BSNP assessment instruments. The developed digital book integrates 3D visualization and AR features. The validity test results showed that the digital book achieved an average score of 0.92, indicating a very valid category. The practicality results showed that teacher responses reached an average score of 95.16%, while student responses reached 92.53%, both categorized as very practical. The hypothesis testing results using one-way MANOVA showed a significance value of p < 0.001, indicating a statistically significant effect of implementing the environment-based AR digital book on students’ interest and achievement in science learning. These findings indicate that the developed digital book with environment-based AR features is a valid, practical, and effective learning medium for enhancing science learning outcomes and interest among fifth-grade elementary school students.
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.
Yunia Wardani, B. Isdaryanti· Jurnal Penelitian Pendidikan...· 0 citations
Understanding the structure and operation of electronic components is challenging when instruction relies on two-dimensional media because their internal processes are not directly visible. This study developed and evaluated a marker-based Augmented Reality (AR) learning medium for Electronic Components in a vocational...
Indra Jati Desrizal, Ika Parma Dewi, H. Hidayat et al.· JRTI (Jurnal Riset Tindakan...· 0 citations
IVR effectiveness does not result automatically from device quality but is mediated by pedagogical design, content alignment, formative debriefing, and users’ digital readiness, indicating the transformative potential of IVR in higher science education.
Riswanto Riswanto, Hartono, W. Sumarni et al.· International Journal of Lea...· 0 citations
This study aims to develop Ruang GIRA (Geometry Interactive Reality Augmented), an Augmented Reality (AR)-based learning medium for polyhedra at the junior high school level, and to examine its feasibility and effectiveness in improving students’ mathematical communication skills and self-efficacy through the Discovery...
Rika Amelia, Wahyu Hidayat, A. Yuliani· Journal of innovative mathem...· 0 citations
In response to persistent challenges in traditional engineering graphics instruction—including difficulties in cultivating students’ spatial imagination, low efficiency in developing graphical cognition, and a disconnect between practical activities and real-world objects—this study explores an AR-assisted teaching m...
Ying Wang, Heng Wang, Xin-Gui Cheng et al.· International Journal of Mec...· 0 citations
Computer science education in schools still relies heavily on traditional teaching methods, resulting in low student motivation, particularly in topics related to computer hardware components. This study develops an interactive Augmented Reality (AR) learning medium with Marker-Based Tracking using a User-Centered Desi...
Chairunnisa Umi Kalsum, Ali Ibrahim, Ken Ditha Tania· Journal of Information Syste...· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.