The Effectiveness of STEAM-Based Augmented Reality in Improving Students' Science Literacy Skills
DOI:
https://doi.org/10.17977/um038v7i42024p229Keywords:
Augmented Reality, STEAM, Scientific LiteracyAbstract
This study aims to describe the effectiveness of Augmented Reality STEAM-Based Learning on Students' Science Literacy. Achievement. This Quasi-Experimental study uses a posttest-only control group design. This study was conducted on students. The sample was taken using a random sampling technique from the intake class, which consists of three parallel classes. Then, students from classes A and B were treated as experimental groups, and control groups were classes C and D. Students in the experimental group were taught using AR-assisted STEAM-based learning, while in the control group, students were taught by applying conventional learning methods. In data collection, this study used a science achievement test and a science literacy test. The results showed that the application of Augmented Reality-assisted STEAM-based learning was quite effective in improving students' science literacy, the application of Augmented Reality-assisted STEAM-based learning was effective in improving students' learning achievement, there were differences in science literacy results and student learning achievement between students who were taught using Augmented Reality-assisted STEAM-based learning and students who were taught by implementing conventional learning.
Abstrak
Penelitian ini bertujuan untuk mendeskripsikan efektivitas Augmented Reality STEAM-Based Learning terhadap Literasi Sains Mahasiswa. Pencapaian. Penelitian Quasi-Experimental ini menggunakan desain posttest-only control group design. Penelitian ini dilakukan pada Mahasiswa. Sampel diambil menggunakan teknik random sampling dari kelas intake, yang terdiri dari tiga kelas paralel. Kemudian, mahasiswa dari kelas A dan B diperlakukan sebagai kelompok eksperimen, dan kelompok kontrol kelas C dan D. Mahasiswa kelompok eksperimen diajarkan menggunakan pembelajaran berbasis STEAM berbantuan AR, sedangkan kelompok kontrol, mahasiswa diajarkan dengan menerapkan metode pembelajaran konvensional. Dalam pengumpulan data, penelitian ini menggunakan tes prestasi sains dan tes literasi sains. Hasil penelitian menunjukkan bahwa penerapan pembelajaran berbasis STEAM berbantuan Augmented Reality cukup efektif dalam meningkatkan literasi sains mahasiswa, penerapan pembelajaran berbasis STEAM berbantuan Augmented Reality efektif dalam meningkatkan prestasi belajar mahasiswa, ada perbedaan hasil literasi sains dan prestasi belajar mahasiswa antara mahasiiswa yang dibelajarkan dengan menggunakan pembelajaran berbasis STEAM berbantuan Augmented Reality dengan mahasiswa yang dibelajarkan dengan menerapkan pembelajaran konvensional.
References
Agussuryani, Q., Sudarmin, S., Sumarni, W., Cahyono, E., & Ellianawati, E. (2022). STEM literacy in growing vocational school student HOTS in science learning: A meta-analysis. International Journal of Evaluation and Research in Education, 11(1), 51–60. https://doi.org/10.11591/ijere.v11i1.21647
Alkhabra, Y. A., Ibrahem, U. M., & Alkhabra, S. A. (2023). Augmented reality technology in enhancing learning retention and critical thinking according to STEAM program. Humanities and Social Sciences Communications, 10(1), 1–10. https://doi.org/10.1057/s41599-023-01650-w
Apriani, R., Harun*, A. I., Erlina, E., Sahputra, R., & Ulfah, M. (2021). Pengembangan Modul Berbasis Multipel Representasi dengan Bantuan Teknologi Augmented Reality untuk Membantu Siswa Memahami Konsep Ikatan Kimia. Jurnal IPA & Pembelajaran IPA, 5(4), 305–330. https://doi.org/10.24815/jipi.v5i4.23260
Ardianto, D., & Rubini, B. (2016). Literasi sains dan aktivitas siswa pada pembelajaran IPA terpadu tipe shared. USEJ - Unnes Science Education Journal, 5(1), 1167–1174.
Astuti*, W., Sulastri, S., Syukri, M., & Halim, A. (2023). Implementasi Pendekatan Science, Technology, Engineering, and Mathematics untuk Meningkatkan Kemampuan Literasi Sains dan Kreativitas Siswa. Jurnal Pendidikan Sains Indonesia, 11(1), 25–39. https://doi.org/10.24815/jpsi.v11i1.26646
Asyri, D., Asyri, D., Asyri, S., & Warni, D. (2024). Pengaruh Wordwall Online Games ( WOW ) Terhadap Pembelajaran Kosakata Bahasa Inggris Untuk Siswa Kelas IV Sekolah Dasar. J-CEKI: JurnalCendekiaIlmiah, 3(2), 548–556.
Asyri, D., & Habibi, M. (2024). Pengembangan Media Pembelajaran Game Interaktif IPA Menggunakan Canva Terintegrasi HOTS di Sekolah Dasar. Edukatif: Jurnal Ilmu Pendidikan, 6(4), 3431–3439.
Chang, H. Y., Binali, T., Liang, J. C., Chiou, G. L., Cheng, K. H., Lee, S. W. Y., & Tsai, C. C. (2022). Ten years of augmented reality in education: A meta-analysis of (quasi-) experimental studies to investigate the impact. Computers and Education, 191(August), 104641. https://doi.org/10.1016/j.compedu.2022.104641
Puspitasari, D., Praherdhiono, H., & Adi, E. (2020). Pengembangan suplemen augmented reality animation pada buku ajar biologi untuk penguatan kognitif siswa. Jurnal Kajian Teknologi Pendidikan, 3(1), 29-39.
Griese, L., Berens, E. M., Nowak, P., Pelikan, J. M., & Schaeffer, D. (2020). Challenges in navigating the health care system: Development of an instrument measuring navigation health literacy. International Journal of Environmental Research and Public Health, 17(16), 1–17. https://doi.org/10.3390/ijerph17165731
Hapsari, N. D., Toenlioe, A. J., & Soepriyanto, Y. (2018). Pengembangan Augmented Reality Video Sebagai Suplemen Pada Modul Bahasa Isyarat. Jurnal Kajian Teknologi Pendidikan, 1(3), 185-193.
Hassan, A. M., Al-Shalabi, E. W., & Ayoub, M. A. (2022). Updated Perceptions on Polymer-Based Enhanced Oil Recovery Toward High-Temperature High-Salinity Tolerance for Successful Field Applications in Carbonate Reservoirs. Polymers, 14(10). https://doi.org/10.3390/polym14102001
Hidajat, F. A. (2023). Augmented reality applications for mathematical creativity: a systematic review. In Journal of Computers in Education (Vol. 11, Issue 4). Springer Berlin Heidelberg. https://doi.org/10.1007/s40692-023-00287-7
Ibad, A. Z., Soepriyanto, Y., & Husna, A. (2018). Thesaurus Termediasikan Augmented Reality Text Untuk Peningkatan Pemahaman Baca. Jurnal Kajian Teknologi Pendidikan, 1(1), 1-6.
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
Khotimah, R. P., Adnan, M., Ahmad, C. N. C., & Murtiyasa, B. (2021). Science, Mathematics, Engineering, and Mathematics (STEM) Education in Indonesia: A Literature Review. Journal of Physics: Conference Series, 1776(1). https://doi.org/10.1088/1742-6596/1776/1/012028
Koutromanos, G., Mikropoulos, A. T., Mavridis, D., & Christogiannis, C. (2024). The mobile augmented reality acceptance model for teachers and future teachers. In Education and Information Technologies (Vol. 29, Issue 7). https://doi.org/10.1007/s10639-023-12116-6
Lestari, D. P., Supahar, Paidi, Suwarjo, & Herianto. (2023). Effect of science virtual laboratory combination with demonstration methods on lower-secondary school students’ scientific literacy ability in a science course. Education and Information Technologies, 28(12), 16153–16175. https://doi.org/10.1007/s10639-023-11857-8
Maryanti, R., Nandiyanto, A. B. D., Hufad, A., & Sunardi, S. (2021). Science Education for Students with Special Needs in Indonesia: From Definition, Systematic Review, Education System, to Curriculum. Indonesian Journal of Community and Special Needs Education, 1(1), 1–8. https://doi.org/10.17509/ijcsne.v1i1.32653
Nurdin, N. (2020). Urgensi Literasi Sains Dalam Meningkatkan Kompetensi Widyaiswara PAI BDK Aceh Di Era Millenial. Jurnal Pendidikan Sains Indonesia, 7(1), 55–63. https://doi.org/10.24815/jpsi.v7i1.12476
Rapti, S., Sapounidis, T., & Tselegkaridis, S. (2023). Enriching a Traditional Learning Activity in Preschool through Augmented Reality: Children’s and Teachers’ Views. Information (Switzerland), 14(10). https://doi.org/10.3390/info14100530
Shofia, R. N., Rakhmawan, A., Tamam, B., Wahyuni, E. A., & Hadi, W. P. (2024). Peningkatan Literasi Sains Peserta Didik Melalui Pembelajaran Dengan Pendekatan Kontekstual Berbantuan E-Magazine Eco Explorer. Jurnal Natural Science Educational Research, 7(2), 110–117.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 DERIN ASYRI

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Jurnal Kajian Teknologi Pendidikan allows readers to read, download, copy, distribute, print, search, or link to the full texts of its articles and allow readers to use them for any other lawful purpose. The journal allows the author(s) to hold the copyright without restrictions. Finally, the journal allows the author(s) to retain publishing rights without restrictions.
- Authors are allowed to archive their submitted articles in an open access repository.
- Authors are allowed to archive the final published article in an open access repository with an acknowledgment of its initial publication in this journal.










