Pengembangan E-Modul Case Based Learning Berbantuan Augmented Reality Untuk Meningkatkan Kemampuan Berpikir Kritis Peserta Didik Pada Mata Pelajaran Informatika SMP

Authors

  • Marcel Prastiko Arthana Universitas Pendidikan Ganesha
  • I Komang Sudarma Universitas Pendidikan Ganesha
  • Ni Nyoman Parwati Universitas Pendidikan Ganesha
  • Ketut Agustini Universitas Pendidikan Ganesha
  • I Wayan Sukra Warpala Universitas Pendidikan Ganesha

DOI:

https://doi.org/10.37329/cetta.v9i2.5419

Keywords:

Augemented Reality, Case-Based Learning, Crittical Thinking, E-Module, Informatics

Abstract

 The problem of low critical thinking skills among grade VII students in informatics at SMP Negeri 4 Singaraja is closely linked to the persistent use of conventional teaching methods. These traditional approaches often lack interactivity, limiting students' understanding of abstract technical concepts like computer networks and algorithms. To address this pedagogical gap, this study aims to develop an interactive e-module based on the case based learning model, integrated with augmented reality technology to facilitate an immersive learning experience. This research and development study adopted the ADDIE instructional model and employed a one-group pretest-posttest design. Data were collected using expert validation sheets, practicality questionnaires, and higher order thinking skills oriented critical thinking tests. The effectiveness was analyzed using the N-gain index, paired sample t-tests, and Cohen’s d effect size. The results indicate that the AR based CBL e-module achieved a 100% validity score based on expert evaluations, along with excellent practicality scores of 91% from students and 100% from teachers. Furthermore, the field test showed a statistically significant improvement in students' critical thinking skills (p < 0.001) with a large effect size of 3.955, reflecting a strong positive impact on learning outcomes. In conclusion, the AR assisted CBL e-module is a highly valid, practical, and effective educational tool. This study contributes to the educational technology literature by demonstrating how integrating 3D visual scaffolding with authentic case scenarios successfully overcomes cognitive barriers and fosters higher-order thinking.

References

Agustini, K., Wahyuni, D. S., Mertayasa, I. N. E., Ratminingsih, N. M., & Ariadi, G. (2023). The Effect of Augmented Reality Mobile Application on Visitor Impact Mediated by Rational Hedonism: Evidence from Subak Museum. International Journal of Advanced Computer Science and Applications, 14(1).

Agustini, K., Wahyuni, D. S., Ratminingsih, N. M., & Mertayasa, I. N. E. (2021). Augmented Reality Applied in Subak Museum: Preserving Local Wisdom Subak Concept. KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika), 14(3), 359-369.

Annisa, J. S. (2024). Pengembangan Augmented Reality Pembelajaran Pemrograman Dasar dengan Metode Marker Based. (Doctoral dissertation, Politeknik Caltex Riau).

Arthana, M. P., Agustini, K., & Suartama, I. K. (2025). Systematic Literature Review: Optimizing the Use of Case Based Learning Models in Augmented Reality Media to Enhance Student Engagement and Critical Thinking. Thinking Skills and Creativity Journal, 8(1), 11–21.

Arthana, M. P., Agustini, K., & Sudatha, I. G. W. (2024). System Literature Review: Peran Penggunaan Media Pembelajaran Interaktif dalam Melatih Keterampilan Higher Order Thinking Skills. Jurnal Riset dan Inovasi Pembelajaran, 4(3), 2351–2365.

Darmawan, G. E. B., Parwati, N. N., Warpala, I. W. S., & Divayana, D. G. H. (2024). Augmented Reality Media to Improve Concepts Understanding and Biomotor Skills. Jurnal Pedagogi dan Pembelajaran, 7(1), 155–165.

Hadju, S. Y., Novian, D., Arafat, M. Y., & Dwinanto, A. (2024). Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Mata Pelajaran Informatika. Inverted: Journal of Information Technology Education, 4(1), 37–49.

Kollmorgen, J., Hinderks, A., & Thomaschewski, J. (2024). Selecting the Appropriate User Experience Questionnaire and Guidance for Interpretation: The UEQ Family.

Parwati, N. N., Suharta, I. G. P., & Tisna, G. D. (2022). Pelaksanaan Pembelajaran Daring Interaktif Berbantuan Aplikasi Edpuzzle di SDN 1 Baktiseraga. Proceeding Senadimas Undiksha 2022.

Parwati, N. N., Suryawan, I. P. P., & Apsari, R. A. (2023). Belajar dan Pembelajaran. PT. RajaGrafindo Persada-Rajawali Pers.

Parwati, N. P. A., Redhana, I. W., & Suardana, I. N. (2021). Effect of Gender on Environmental Literacy of High School Students in Bali, Indonesia. Proceedings of the First International Conference on Science, Technology, Engineering and Industrial Revolution (ICSTEIR 2020), 536.

Puniatmaja, G. A., Parwati, N. N., Tegeh, I. M., & Sudatha, I. G. W. (2024). The Effect of E-Learning and Students’ Digital Literacy Towards Their Learning Outcomes. Pegem Journal of Education and Instruction, 14(1), 348–356.

Ramma, Y., Bholoa, A., & Watts, M. (2025). Guided Discovery—Robert Gagné. In Science Education in Theory and Practice: An Introductory Guide to Learning Theory (pp. 189–213). Springer Nature Switzerland.

Suciani, N. K., Sudarma, I. K., & Bayu, G. W. (2022). The Impact of Learning Style and Learning Motivation on Students’ Science Learning Outcomes. MIMBAR PGSD Undiksha, 10(2).

Sudarma, I. K., Sujana, I. W., Dewantara, K. A. K., Ardiyasa, I. N. S., & Sudiartini, N. P. K. D. (2024). Breaking Barriers: Empowering Visual Impaired Students with Audioassisted Balinese Script Relief Media for Enhanced Literacy at a Special Public School. International Journal of Language Education, 8(2), 307–321.

Sudarma, I. K., & Sukmana, A. I. W. I. Y. (2022). Improving Children’s Cognitive Ability Through Information Processing Theory-Based Digital Content. International Journal of Elementary Education, 6(1), 118–126.

Sudarma, I. K., Tegeh, I. M., & Prabawa, D. G. A. P. (2015). Desain Pesan: Kajian Analitis Desain Visual Teks dan Image. Graha Ilmu.

Tymchuk, L., Grytsyk, N., Yahupov, V., Syvokhop, Y., Hrinchenko, T., & Svystun, V. (2021). Andragogy: Theory and Practice of Adult Education Development in Ukraine. Revista Romaneasca Pentru Educatie Multidimensionala, 13(2).

Utama, N., Ade Darman, R., & Nurdin, B. (2024). Pengembangan Media Pembelajaran Berbasis Game Edukasi pada Mata Pelajaran Informatika Kelas X TJKT SMK Negeri 1 Sintuk Toboh Gadang. JATI (Jurnal Mahasiswa Teknik Informatika), 7(5).

Warpala, I. W. S. (2006). Pengaruh Pendekatan Pembelajaran dan Strategi Belajar Kooperatif yang Berbeda terhadap Pemahaman dan Keterampilan Berpikir Kritis dalam Pembelajaran IPA SD. Malang: Universitas Negeri Malang.

Warpala, I. W. S. (2023). Development of Muscle Strength Training Media Through Fitness Training Videos in Porprov Karate Athletes in 2022. Proceedings of the 2nd International Conference on Physical Education, Sport, and Health (ICoPESH 2022), 715, 104.

Downloads

Published

12-05-2026

How to Cite

Arthana, M. P., Sudarma, I. K., Parwati, N. N., Agustini, K., & Warpala, I. W. S. (2026). Pengembangan E-Modul Case Based Learning Berbantuan Augmented Reality Untuk Meningkatkan Kemampuan Berpikir Kritis Peserta Didik Pada Mata Pelajaran Informatika SMP. Cetta: Jurnal Ilmu Pendidikan, 9(2), 271–284. https://doi.org/10.37329/cetta.v9i2.5419

Most read articles by the same author(s)

1 2 > >>