Telah dilakukan penelitian untuk menghasilkan buku pengayaan pengetahuan tentang Pembangkit Listrik Tenaga Nuklir yang dilengkapi oleh Augmented Reality untuk siswa SMA. Buku yang dikembangkan dilengkapi dengan Augmented Reality yang menampilkan animasi 3D dan video, sehingga siswa dapat memvisualisasikan pemahaman dari buku pengayaan. Metode yang digunakan adalah metode penelitian dan pengembangan dengan model 4D serta tahapannya terdiri dari Define, Design, Develop, dan Disseminate. Materi buku berisikan tentang pendahuluan, radioaktivitas dan reaksi inti, reaktor nuklir, dan Pembangkit Listrik Tenaga Nuklir. Buku ditulis dengan menggunakan bahasa yang komunikatif, memberikan fakta-fakta yang menarik mengenai Pembangkit Listrik Tenaga Nuklir, serta dilengkapi dengan ilustrasi dan gambar yang terintegrasi dengan aplikasi Augmented Reality yang dapat bekerja dengan baik pada smartphone dengan sistem operasi android. Instrumen validasi yang digunakan berupa kuisioner skala likert dengan responden para ahli (materi dan media) dan pengguna (guru dan siswa). Hasil validasi uji kelayakan buku pengayaan pengetahuan ini dilakukan oleh ahli materi dengan memperoleh 87,52%. Kata-kata kunci: Buku pengayaan pengetahuan, Pembangkit Listrik Tenaga Nuklir, Augmented Reality Abstrak Research has been conducted to produce a knowledge-enrichment book about Nuclear Power Plant equipped with Augmented Reality for high school students. The developed book is equipped with Augmented Reality which displays 3D animations and videos, so students can visualize the understanding of the enrichment book. The method used is research and development method with a 4D model with the stages consists of Define, Design, Develop, and Disseminate. The book material contains the introduction, radioactivity and reaction of the nucleus, nuclear reactor, and Nuclear Power Plant. Books are written using communicative language, provide interesting facts about Nuclear Power Plant, and are equipped with illustrations and images that are integrated with the Augmented Reality application that can work well on smartphones with Android operating system. The validation instrument used was a Likert Scale questionnaire with respondents from experts (material and media) and users (teacher and students). The validation result of feasibility test in this knowledge-enrichment book by material expert obtained 89,33%.
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