Endang Widi WinarniEndina Putri Purwandari
Purpose: Students in elementary school have difficulty to understand difficult topics because they are still in the concrete operational stage. By visualizing complex concepts as three-dimensional objects, Augmented Reality (AR) enables interactive and real-time reality. This investigation employs an interdisciplinary approach to Science, Technology, Engineering, the Arts, and Mathematics (STEAM) using AR technology. Patients and methods: The current study employs an interdisciplinary methodology that combines STEAM and AR with blended learning as pedagogical strategies in elementary education. The present study was conducted in Bengkulu, Indonesia, with a sample of forty elementary school students and six sixth-grade instructors. Results: The results of N-gain indicate an improvement in the experimental class, indicating that the AR method is extremely effective at improving students’ comprehension. Conclusion:The research shows that AR integrated with STEAM-based blended learning has significantly increase student engagement in the classroom and improve the development of students’ cross-disciplinary knowledge integration, problem-solving, and self-directed learning skills. Moreover, STEAM with AR is required for students to comprehend the course material and has assisted instructors in optimizing the use of media in classroom.
Chien‐Hsu ChenChun-Yen HuangYin-Yu Chou
Rukayah RukayahJoko DaryantoIdam Ragil Widianto AtmojoRoy ArdiansyahDwi Yuniasih Saputri
Rukayah RukayahJoko DaryantoIdam Ragil Widianto AtmojoRoy ArdiansyahDwi Yuniasih SaputriMoh Salimi
Samson NdruruArya Krisna PutraFiqri Ramadhan TambunanAndry Chowanda