Title: The Effect of Augmented Reality Media with a STEAM approach on Student Learning Motivation in History Subjects
Authors: Silvia Eka Rahayu
Nurul Umamah
Volume: 8
Issue: 7
Pages: 26-34
Publication Date: 2024/07/28
Abstract:
Augmented reality (AR) media is a technological merger of real and virtual objects in real time in three-dimensional form. This media helps users understand their surroundings with technology and information. The application of augmented reality media can motivate learners by providing interesting and fun learning experiences in various fields. The increase in learner motivation can largely be attributed to the elements of curiosity, fantasy and control presented using augmented reality technology. The application of augmented reality media makes learners' interaction with learning materials increase, thus having a positive impact on their learning motivation. Researchers use the STEAM approach as a learning approach to foster learning motivation in learning activities. The purpose of this study was to determine the effect of augmented reality media with the STEAM approach on student learning motivation in class X History subjects at SMA Negeri 1 Tanggul. This study uses a quantitative approach with a quasi experimental design research method. The experimental and control groups were not randomly selected, which was determined by calculating the average value of the Midterm Examination for history subjects in seven classes to be tested for homogeneity. The sample consisted of 60 students in class X1 as the experimental class and X2 as the control class. The experimental and control groups were not randomly selected. Data were analyzed by ANCOVA test. The results showed: 1) there is a significant effect of Augmented Reality learning media with STEAM Approach on students' learning motivation in History subjects.