Abstract Evaluation instruments in the student learning process in interactive, fun, challenging, motivating, and developing students 'creativity and independence are needed to improve students' High Order Thinking Skills (HOTS) and digital literacy skills (DLS). HOTS and digital literacy are part of the 21st-century skills that are important for every individual. This study developed a test instrument integrated with Augmented Reality (AR) and Google Scholar (GS) to encourage HOTS and students' digital literacy skills. This type of research was development research. The subject matter was the scale and comparison. Product trials were applied to 11th-grade students in Sleman, Indonesia. Product validity was based on expert judgment, item validity, distinguishing power, difficulty level and reliability. AR was created using the ARLOOPA application operated with android. The research instrument was designed to increase HOTS and DLS.
Developing evaluation instruments in the student learning process in interactive, fun, challenging, motivating, and developing students 'creativity and independence are needed to improve students' High Order Thinking Skills (HOTS) and digital literacy skills (DLS). HOTS and digital literacy are part of the 21st-century skills that are important for every individual. This study developed a test instrument integrated with Augmented Reality (AR) and Google Scholar (GS) to encourage HOTS and students' digital literacy skills. This type of research was development research. The subject matter was the scale and comparison. Product trials were applied to 11th-grade students in Sleman, Indonesia. Product validity was based on expert judgment, item validity, distinguishing power, difficulty level and reliability to reach a good category in general. AR was created using the ARLOOPA application operated with android. The research instrument was designed to increase HOTS and DLS.
Memasuki abad ke-21, semua peserta didik dituntut untuk memiliki kemampuan berpikir kritis dan keterampilan menggunakan teknologi untuk menilai dan mengevaluasi permasalahan. Institusi pendidikan dituntut untuk dapat menemukan model pembelajaran yang tepat guna memenuhi kebutuhan tersebut, termasuk pada masa pandemi Covid-19 saat ini. Salah satu inovasi pembelajaran yang dapat dikembangkan adalah pembelajaran berbasis teknologi Augmented Reality (AR). Penelitian ini bertujuan untuk mengetahui respon siswa terkait penggunaan ARLOOPA dalam pembelajaran Matematika. Pada beberapa penelitian AR dianggap efektif dalam meningkatkan hasil belajar peserta didik. Penelitian ini merupakan penelitian deskriptif tentang tingkat kepuasan peserta didik dalam proses pembelajaran menggunakan teknologi AR berbasis Discovery Learning. Respon peserta didik dikumpulkan menggunakan USE questionnaire dengan skala linkert, kemudian dianalisis menggunakan teknik persentase nilai. Pada K1 diperoleh bahwa semua aspek mencapai taraf persentase lebih dari . Sedangkan pada K2, diperoleh tingkat persentase pencapaian aspek usefulness, ease of learning dan satisfaction di atas .
Memasuki abad ke-21, semua peserta didik dituntut untuk memiliki kemampuan berpikir kritis dan keterampilan menggunakan teknologi untuk menilai dan mengevaluasi permasalahan. Institusi pendidikan dituntut untuk dapat menemukan model pembelajaran yang tepat guna memenuhi kebutuhan tersebut, termasuk pada masa pandemi Covid-19 saat ini. Salah satu inovasi pembelajaran yang dapat dikembangkan adalah pembelajaran berbasis teknologi Augmented Reality (AR). Penelitian ini bertujuan untuk mengetahui respon siswa terkait penggunaan ARLOOPA dalam pembelajaran Matematika. Pada beberapa penelitian AR dianggap efektif dalam meningkatkan hasil belajar peserta didik. Penelitian ini merupakan penelitian deskriptif tentang tingkat kepuasan peserta didik dalam proses pembelajaran menggunakan teknologi AR berbasis Discovery Learning. Respon peserta didik dikumpulkan menggunakan USE questionnaire dengan skala linkert, kemudian dianalisis menggunakan teknik persentase nilai. Pada K1 diperoleh bahwa semua aspek mencapai taraf persentase lebih dari . Sedangkan pada K2, diperoleh tingkat persentase pencapaian aspek usefulness, ease of learning dan satisfaction di atas .
Developing evaluation instruments in the student learning process in interactive, fun, challenging, motivating, and developing students 'creativity and independence were needed to improve students' High Order Thinking Skills (HOTS) and digital literacy skills (DLS). HOTS and digital literacy were part of the 21st-century skills that were important for every individual. This study developed a test instrument integrated with Augmented Reality (AR) and Google Scholar (GS) to encourage HOTS and students' digital literacy skills. This type of research was development research based on the following development steps: information gathering, planning, initial product development, limited trial, initial product revision, field trial, and final product revision. The subject matter was the scale and comparison. Product trials were applied to 11th-grade students in Sleman, Indonesia. Product validity was based on expert judgment, item validity, distinguishing power, difficulty level and reliability to reach a good category in general. AR was created using the ARLOOPA application operated with android. The research instrument was designed to increase HOTS and DLS.
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