Implementasi Model Pembelajaran Project Based Learning Berbantuan Augmented Reality untuk Meningkatkan Berpikir Kreatif Siswa Sekolah Dasar

Authors

  • Annisa Feby Yani Universitas Pelita Bangsa
  • Bramianto Setiawan Universitas Pelita Bangsa

DOI:

https://doi.org/10.29303/goescienceed.v7i4.3365

Keywords:

Augmented Reality, Creative Thinking, Life Cycle ,Project Based Learning

Abstract

This study aimed to determine the effect of the Augmented Reality-assisted Project Based Learning model on elementary school students’ creative thinking skills in learning life cycles. The study employed a quantitative approach with a quasi-experimental method using a Non-equivalent Control Group Design. The participants consisted of 55 third-grade students at SDIT Ibnu Abbas Cikarang, comprising 29 students in the experimental class and 26 students in the control class. Data were collected through pretest and posttest creative thinking tests and analyzed using descriptive statistics, normality and homogeneity tests, N-Gain analysis, and the Mann-Whitney U test. The results showed that the mean pretest scores were 55.38 for the experimental class and 53.88 for the control class, while the mean posttest scores were 94.83 and 84.04, respectively. The mean N-Gain was 0.872 in the experimental class, categorized as high, and 0.638 in the control class, categorized as moderate. The Mann-Whitney U test on N-Gain obtained U = 109.000, Z = -4.532, and significance < 0.001. The effect size of 0.611 indicated a large effect. Therefore, the implementation of Augmented Reality-assisted Project Based Learning had a significant and large effect on improving students’ creative thinking skills.

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Published

2026-10-03

How to Cite

Yani, A. F., & Setiawan, B. (2026). Implementasi Model Pembelajaran Project Based Learning Berbantuan Augmented Reality untuk Meningkatkan Berpikir Kreatif Siswa Sekolah Dasar. Jurnal Pendidikan, Sains, Geologi, Dan Geofisika (GeoScienceEd Journal), 7(4), 6014–6019. https://doi.org/10.29303/goescienceed.v7i4.3365