DEVELOPMENT OF AUGMENTED REALITY-BASED FLASHCARDS THROUGH THE ADDIE MODEL TO IMPROVE CRITICAL THINKING SKILLS OF ELEMENTARY SCHOOL STUDENTS
DOI:
https://doi.org/10.54124/jlmp.v22i1.155Keywords:
Flashcard, Augmented Reality, Critical Thinking, TechnologyAbstract
Conventional learning media such as textbooks and lecture methods are often considered less engaging and unable to optimally facilitate the development of critical thinking skills. This research uses the ADDIE model development research method, which is the development of augmented reality-based flashcard media. The purpose of this research is to develop AR media to improve critical thinking skills of elementary school students. The data collection technique in this research is validation from experts, namely media experts, language experts, and material experts, through interviews, observations, and tests to measure students' critical thinking skills. Data analysis was carried out by presenting data and drawing conclusions and quantitative data. The results showed that the use of Augmented Reality (AR) based flashcard s significantly improved students' critical thinking skills. Score increases occurred in all aspects, with Problem Identification increasing from 65 to 82, Data Collection from 68 to 77. This indicates that students are better able to recognize, process, interpret, and convey information. Overall, AR-based flashcards proved effective in improving critical thinking skills and making learning more interactive and engaging
Downloads
References
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11. https://doi.org/https://doi.org/10.1016/j.edurev.2016.11.002
Amalia, N. R., Sihotang, I. P., Nurhayani, N., & Sam, S. R. (2023). Pengaruh Media Augmented Reality terhadap Kemampuan Berpikir Kritis Siswa Sekolah Dasar. Fondatia, 7(1), 41–51. https://doi.org/10.36088/fondatia.v7i1.2914
Buchner, J., & Kerres, M. (2023). Media comparison studies dominate comparative research on augmented reality in education. Computers & Education, 195, 104711.
Dewi, K., & Sahrina, A. (2021). Urgensi augmented reality sebagai media inovasi pembelajaran dalam melestarikan kebudayaan. Jurnal Integrasi Dan Harmoni Inovatif Ilmu-Ilmu Sosial (JIHI3S), 1(10), 1077–1089. https://doi.org/10.17977/um063v1i10p1077-1089
FEBRIANTO, K., YUSTITIA, V., & IRIANTO, A. (2020). Aktivitas Siswa Dalam Pembelajaran Dengan Menggunakan Media Flashcard Di Sekolah Dasar. Buana Pendidikan: Jurnal Fakultas Keguruan Dan Ilmu Pendidikan, 16(29), 92–98. https://doi.org/10.36456/bp.vol16.no29.a2273
Febriyanto, B., & Yanto, A. (2019). Penggunaan media Flash Card untuk Meningkatkan Hasil Belajar Siswa Sekolah Dasar. Jurnal Komunikasi Pendidikan, 3(2), 108. https://doi.org/10.32585/jkp.v3i2.302
Gunawan, B., Relmasira, S. C., & Hardini, A. A. T. (2018). PENERAPAN MODEL PEMBELAJARAN PROJECT BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR IPA DAN KEMAMPUAN BERFIKIR KREATIF SISWA KELAS V SD. JTIEE (Journal of Teaching in Elementary Education), 2(1), 32. https://doi.org/10.30587/jtiee.v2i1.354
Gunawan, G., Kustiani, L., & Hariani, L. S. (2018). Faktor-faktor yang mempengaruhi hasil belajar siswa. Jurnal Penelitian Dan Pendidikan IPS, 12(1), 14–22.
Kuswinardi, J. W., Rachman, A., Taswin, M. Z., Pitra, D. H., & Oktiawati, U. Y. (2023). Evektifitas Pemanfaatan Aplikasi Augmented Reality (AR) Dalam Pembelajaran Di Sma : Sebuah Tinjauan Sistematis. Jurnal Review Pendidikan Dan Pengajaran, 6(3), 556–563.
Miharja, U., Rumanta, M., & Rahayu, U. (2021). Pengaruh Model Inquiry-Based Learning dan Motivasi Belajar Terhadap Keterampilan Berpikir Kritis Siswa Kelas V SD. Jurnal Elementaria Edukasia, 4(1), 55–64. https://doi.org/10.31949/jee.v4i1.3027
Prihatin, J., Siswati, B. H., Suratno, S., Hariyadi, S., Wahono, B., & Febrianti, I. (2024). Pengembangan Buku Ajar Digital Berbasis Brain-Based Learning pada Materi Sistem Pencernaan Dilengkapi Media Story Picture Serta Flash Card untuk Meningkatkan Kemampuan Berpikir Kritis dan Hasil Belajar Biologi Siswa SMA. Jurnal Inovasi Pembelajaran Biologi, 5(1), 1–11. https://doi.org/10.26740/jipb.v5n1.p1-11
Qorimah, E. N., & Sutama, S. (2022). Studi Literatur: Media Augmented Reality (AR) terhadap Hasil Belajar Kognitif. Jurnal Basicedu, 6(2), 2055–2060. https://doi.org/10.31004/basicedu.v6i2.2348
Sahronih, S., Suryono, T., Maemuna, S., & Hasanah, D. (2023). Integrasi Teknologi Augmented Reality Berbasis Model Samr (Substitution, Augmentation, Modification, Redefinition) Dalam Pembelajaran Ipa Sekolah Dasar. Prima Magistra: Jurnal Ilmiah Kependidikan, 4(4), 619–629. https://doi.org/10.37478/jpm.v4i4.3230
Setiawan, I., & Martin, N. (2023). Pengembangan Bahan Ajar Bahasa Indonesia Berbasis Augmented Reality Pada Guru Sdn 2 Pancor. SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan, 7(2), 898. https://doi.org/10.31764/jpmb.v7i2.14909
Setiyani, N., Sumarno, S., & Ngatmini, N. (2022). Pengembangan Media Pembelajaran Berbasis Flashcard untuk Meningkatkan Kemampuan Berpikir Kritis Siswa Kelas I Sekolah Dasar. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 5(11), 5220–5226. https://doi.org/10.54371/jiip.v5i11.1219
Silitonga, A. A., Sijabat, O. P., & Siagian, A. F. (2023). Pengaruh Media Flashcard terhadap Kemampuan Berpikir Kritis Siswa pada Mata Pelajaran IPS Kelas V SD Negeri 091488 Bahsampuran. P3JI: Pengembangan Penelitian Pengabdian Jurnal Indonesia, 1(4), 21–29.
Wahyuni, S. (2020). Penerapan Media Flash Card untuk Meningkatkan Hasil Belajar Tema “Kegiatanku.” Jurnal Ilmiah Sekolah Dasar, 4(1), 9. https://doi.org/10.23887/jisd.v4i1.23734
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Jurnal Lingkar Mutu Pendidikan

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
-
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
NonCommercial — You may not use the material for commercial purposes.
-
NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.
- No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.