BADARUDIN, WAHYU (2025) PENGARUH ASSEMBLR EDU BERBASIS AUGMENTED REALITY SEBAGAI MEDIA BELAJAR DIGITAL TERHADAP MOTIVASI BELAJAR, SELF-EFFICACY DAN HASIL BELAJAR. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.
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Abstract
This study aims to see the effect of implementing Augmented Reality-based Assemblr Edu on learning motivation, Self-Efficacy, and learning outcomes. This type of Quasi Experiment research uses a pre-test and post-test design with a non-equivalent control group. The population in this study were all students of class XI MIPA (Mathematics and Natural Sciences) SMAN 1 Pamarayan in the 2023/2024 academic year; the sample used was class XI MIPA 2 as the experimental class and XI MIPA 3 as the control class through the Random Sampling Technique. Data collection techniques are divided into two types: data collection techniques through multiple choice objective tests (PG) and non-test techniques consisting of learning motivation questionnaires, Self-Efficacy questionnaires, student response questionnaires, and learning implementation sheets. Data analysis techniques use prerequisite and hypothesis tests. Prerequisite tests include normality, homogeneity, multicollinearity, and linearity tests. Hypothesis testing uses Manova. The analysis results show that implementing Assemblr Edu significantly affects learning motivation, Self-Efficacy, and student learning outcomes in multivariate. In univariate, the implementation of Assemblr Edu has been proven to have a very significant effect on learning motivation and learning outcomes. It has a moderate impact on student Self-Efficacy.
Item Type: | Thesis (S1) | |||||||||
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Additional Information: | Penelitian ini bertujuan untuk melihat pengaruh penerapan Assemblr Edu berbasis Augmented Reality terhadap motivasi belajar, Self-Efficacy dan hasil belajar. Penelitian ini merupakan jenis penelitian Quasi Experiment menggunakan desain pre-test and post-test with non-equivalent control-group. Populasi pada penelitian ini yaitu seluruh siswa kelas XI MIPA SMAN 1 Pamarayan tahun pelajaran 2023/2024, sampel yang digunakan adalah kelas XI MIPA 2 sebagai kelas eksperimen dan XI MIPA 3 sebagai kelas kontrol melalui Teknik Random Sampling. Teknik pengumpulan data terbagi atas dua jenis yaitu teknik pengumpulan data melalui tes menggunakan tes objektif pilihan ganda (PG), dan teknik non tes terdiri atas angket motivasi belajar, angket Self-Efficacy, angket respon siswa dan lembar keterlaksanaan pembelajaran. Teknik analisis data menggunakan uji prasyarat dan hipotesis. Uji prasyarat meliputi uji normalitas, uji homogenitas, uji multikolinearitas dan uji linearitas. Uji hipotesis menggunakan Manova. Hasil analisis menunjukkan bahwa penerapan Assemblr Edu memberikan pengaruh yang sangat signifikan terhadap motivasi belajar, Self-Efficacy, dan hasil belajar siswa secara Multivariat. Secara Univariat, penerapan Assemblr Edu terbukti sangat berpengaruh terhadap motivasi belajar dan hasil belajar, serta memberikan pengaruh sedang terhadap Self-Efficacy siswa. | |||||||||
Uncontrolled Keywords: | Assemblr EDU, learning outcomes, motivation, Self-Efficacy Assemblr Edu, hasil belajar, motivasi, Self-Efficacy | |||||||||
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education |
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Divisions: | 02-Fakultas Keguruan dan Ilmu Pendidikan 02-Fakultas Keguruan dan Ilmu Pendidikan > 84205-Jurusan Pendidikan Biologi |
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Depositing User: | Wahyu bada Wahyu Badarudin | |||||||||
Date Deposited: | 06 Mar 2025 03:44 | |||||||||
Last Modified: | 06 Mar 2025 03:44 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/45872 |
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PENGARUH ASSEMBLR EDU BERBASIS AUGMENTED REALITY SEBAGAI MEDIA BELAJAR DIGITAL TERHADAP MOTIVASI BELAJAR, SELF-EFFICACY DAN HASIL BELAJAR. (deposited UNSPECIFIED)
- PENGARUH ASSEMBLR EDU BERBASIS AUGMENTED REALITY SEBAGAI MEDIA BELAJAR DIGITAL TERHADAP MOTIVASI BELAJAR, SELF-EFFICACY DAN HASIL BELAJAR. (deposited 06 Mar 2025 03:44) [Currently Displayed]
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