Development of E-Module Assisted with Augmented Reality Integrated STEAM to Improve Students' Creative and Critical Thinking Abilities

Susilawati Susilawati

Abstract


21st-century learning emphasizes the use of technology in the teaching and learning process. One way that educators can optimize technology-based learning is by developing interesting teaching materials in the form of e-modules. This research aims to develop an e-module assisted by Augmented Reality (AR) integrated with Science, Technology, Engineering, Art, and Mathematics (STEAM) to improve middle school students' creative and critical thinking abilities. The research method used is Research and Development (R&D) with the ADDIE model. The subjects of this research were class XII IIK students at a school in Cirebon City. The instruments used include validation, practicality, student responses, and tests. The research results showed that the e-module developed was in the very valid, very practical category and received a very positive response from students. The N-Gain test score obtained was 0.7240, which is included in the high category. This proves that the STEAM-integrated AR-assisted e-module is effective in improving students' creative and critical thinking abilities. This e-module innovation introduces AR technology as the newest approach in STEAM learning, so it is hoped that it can become a reference for the development of teaching materials in the future.


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