PENGEMBANGAN MEDIA DIORAMA PEMBELAJARAN “BUMIRA” MISTERI PERUT BUMI BERBANTUAN AUGMENTED REALITY (AR) PADA MATERI LAPISAN-LAPISAN BUMI KELAS 5 SEKOLAH DASAR
DOI:
https://doi.org/10.34125/jmp.v11i4.3364Keywords:
Augmented Reality, BUMIRA, Media Pembelajaran, Lapisan BumiAbstract
This study aimed to develop the BUMIRA “Mystery of the Earth's Interior” learning media assisted by Augmented Reality (AR) for the Earth Layers topic in fifth-grade elementary school and to analyze the validity, practicality, and effectiveness of the developed media. This study employed the Research and Development (R&D) method using the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects consisted of 29 fifth-grade students at SD Negeri Sukorame 2, with a limited trial involving 6 students and a field trial involving 23 students. Data were collected through observations, interviews, expert validation, response questionnaires, and learning achievement tests. The results showed that the BUMIRA learning media achieved an overall validity score of 91%, consisting of 88% from the media expert and 95% from the subject matter expert. The media also obtained a practicality score of 94%, based on a teacher response score of 96%, a limited-trial student response score of 92%, and a field-trial student response score of 95%. In addition, the media achieved an effectiveness score of 91%, as indicated by the percentage of students who achieved classical learning mastery in the field trial. The novelty of this study lies in the integration of a three-dimensional diorama with Augmented Reality technology in the BUMIRA learning media, enabling abstract concepts of the Earth's layers to be presented in a more concrete, interactive, and meaningful way for elementary school students.
References
Akbar, S. (2022). Instrumen Perangkat Pembelajaran. PT Remaja Rosdakarya.
Aripin, I., & Suryaningsih, Y. (2019). Pengembangan Media Pembelajaran Biologi Menggunakan Teknologi Augmented Reality (AR) Berbasis Android pada Konsep Sistem Saraf. Sainsmat : Jurnal Ilmiah Ilmu Pengetahuan Alam, 8(2), 47. https://doi.org/10.35580/sainsmat82107192019
EDI AFIJA. (2025). PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS AUGMENTED REALITY (AR) MENGGUNAKAN ASSEMBLR EDU PADA MATERI STRUKTUR LAPISAN BUMI DI SD N 1 RUNDENG.
Ismayani Ani. (2020). Membuat Sendiri Aplikasi Augmented Reality.
Mukti, F. D. (2019). Pengembangan Media Pembelajaran Augmented Reality (AR) di Kelas V MI Wahid Hasyim. ELEMENTARY: Islamic Teacher Journal, 7(2), 299. https://doi.org/10.21043/elementary.v7i2.6351
Ngongo, V. L., Hidayat, T., & Wiyanto. (2019). Pendidikan Era Digital. Prosiding seminar nasional pendidikan program pascasarjana Universitas PGRI Palembang, 628–638.
Pagarra H & Syawaludin, D. (2022). Media Pembelajaran. In Badan Penerbit UNM.
Richard E. Mayer. (2009). Multimedia Learning Second Edition. United States of America by Cambridge University Press, New York www.cambridge.org.
Robert Maribe Branch. (2009). Instructional Design: The ADDIE Approach. Springer Science Business Media.
Sari, I. P., Batubara, I. H., Hazidar, A. H., & Basri, M. (2022). Pengenalan Bangun Ruang Menggunakan Augmented Reality sebagai Media Pembelajaran. m.
Seviana, R. (2022). Pengembangan Media Pembelajaran Augmented Reality pada Pembelajaran Geografi Materi Planet di Tata Surya. Geodika: Jurnal Kajian Ilmu dan Pendidikan Geografi, 6(2), 198–208. https://doi.org/10.29408/geodika.v6i2.6122
Waruwu, M. (2024). Metode Penelitian dan Pengembangan (R&D): Konsep, Jenis, Tahapan dan Kelebihan. Jurnal Ilmiah Profesi Pendidikan, 9(2), 1220–1230. https://doi.org/10.29303/jipp.v9i2.2141












