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Fithriawan Nugroho; Aditya Ahmad Fauzi; Faishal Farras; Muhammad Iqbal Hanafi; Siti Kamilah +1 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The use of technology in education has become an essential need in modern learning. This study aims to analyze the utilization of Kahoot and Quizizz as interactive learning tools to enhance student learning quality at SMAN 1 Parittiga. The research employs a qualitative approach with observation and interview techniques to explore student and teacher experiences in using these platforms. The findings indicate that Kahoot and Quizizz significantly improve students' motivation, engagement, and comprehension of learning materials. Kahoot is more effective in creating a competitive learning atmosphere, while Quizizz provides flexibility for students to learn at their own pace. However, some challenges arise, such as reliance on a stable internet connection and the need for teacher training to optimize platform features. Therefore, it is recommended that schools improve digital infrastructure and provide training for teachers to support the optimal implementation of technology-based learning.

Aditya Ahmad Fauzi; Fithriawan Nugroho; Wahyu Putra; Yossa Agung Pratama; Andria Rezki +1 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological advancements have significantly impacted education, including more interactive learning methods. Kahoot and Quizizz are two platforms that utilize gamification to enhance student engagement in learning. This study aims to analyze and compare these interactive media in terms of ease of use, student engagement, and effectiveness in providing feedback. Using a qualitative method and a case study approach, data was collected through interviews and observations of teachers and students utilizing both platforms. The study's findings indicate that Kahoot is more effective in boosting student motivation through a competitive system, whereas Quizizz excels in independent learning flexibility and providing more detailed result reports. Therefore, the utilization of these platforms should be adjusted according to the learning objectives to be achieved..

Wildan Mubahzah; Maya Rayungsari; Keto Susanto

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The mathematics learning process at high school level often faces challenges in terms of difficulties in understanding concepts. Conventional learning media is not interesting and interactive enough so it is less effective in understanding the material. This research aims to produce learning media using PowerPoint on the subject of statistics for class X. The development model used is the R&D model with the ADDIE development pattern, which consists of five stages: analysis, design, development, implementation and evaluation. The data collection technique used was a questionnaire. Data collection instrument that will obtain quantitative and qualitative data. Qualitative data was obtained from suggestions and input, while quantitative data was obtained from questionnaire calculations. The data analysis technique used is validation data analysis and learning media practicality data. The results of research validation analysis by three validators, namely media experts, material experts and learning experts using a Likert scale, show that the average validation of learning media is in the very feasible category. Apart from that, the results of the analysis of student response questionnaires, which involved thirty-two students, showed that the learning media obtained an average that fell into the very practical category. The conclusion of this research is that the interactive PowerPoint learning media on the subject of statistics, the material focusing on single data, has been tested and proven to be very feasible and very practical.”

J. Priyanto Widodo; Iman Subekti; Anggun Purnomo Arbi

Jurnal Pengabdian Bersama Masyarakat Indonesia 2025 CV. Aksara Global Akademia

Kurangnya pemanfaatan teknologi dalam pembelajaran, khususnya Google Earth, menjadi tantangan bagi para pendidik. Penelitian ini bertujuan untuk meningkatkan kompetensi guru dalam menggunakan Google Earth sebagai media pembelajaran melalui pelatihan berbasis praktik. Kegiatan pelatihan dilaksanakan di SD Katolik Santa Maria Kota Blitar yang berlokasi di Jl. Sudanco Supriyadi No.21 Blitar pada tanggal 14 Desember 2024. Penelitian ini merupakan pengabdian masyarakat dan metode penelitian yang digunakan adalah deskriptif, meliputi tahap identifikasi kebutuhan, perencanaan, pelaksanaan pelatihan, evaluasi, dan pendampingan. Temuan kunci menunjukkan bahwa pelatihan ini efektif dalam meningkatkan pemahaman dan keterampilan guru dalam memanfaatkan fitur Google Earth untuk pembelajaran interaktif. Kesimpulannya, pelatihan ini memberikan dampak positif terhadap kesiapan guru dalam mengintegrasikan teknologi dalam pembelajaran, meskipun masih diperlukan pendampingan lanjutan. Disarankan agar program pelatihan ini diterapkan secara berkelanjutan dan diperluas ke wilayah lain.

Rizal, Muh; Yusuf, Andi M; Ali, Lutfi; Mursalim, Mursalim; Latif, Nuraida +1 more

Dinamik 2025 Universitas Stikubank

Permasalahan dalam pengembangan media pembelajaran Aksara Lontara Bahasa Makassar untuk siswa sekolah dasar yang menggunakan animasi motion graphic berbasis multimedia adalah bahwa selama ini pembelajaran Aksara Lontara di sekolah masih mengandalkan buku dan belum tersedianya media pembelajaran interaktif yang mendukung proses belajar. Kondisi ini menyebabkan siswa mengalami kesulitan dalam mempelajari Aksara Lontara. Solusi atas permasalahan ini adalah pengembangan media pembelajaran Aksara Lontara dengan menggunakan Animasi Motion Graphic, yang diharapkan dapat memfasilitasi proses pembelajaran. Tujuan penelitian ini adalah mengembangkan dan mengimplementasikan media pembelajaran Aksara Lontara Bahasa Makassar dengan Animasi Motion Graphic berbasis multimedia di SDN Paccerakkang. Data diperoleh melalui penelitian lapangan, penelitian pustaka, dan wawancara. Metode yang digunakan adalah metode ADDIE, yang terdiri dari lima tahapan: Analisis, Perancangan, Pengembangan, Implementasi, dan Evaluasi. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan mendapatkan persentase keberhasilan sebesar 76,66% dari pengujian alpha oleh ahli materi dan ahli budaya, yang termasuk dalam kategori layak. Sementara itu, persentase total dari pengujian beta yang dilakukan dengan memberikan kuesioner kepada siswa SDN Paccerakkang adalah 80,13%, juga termasuk dalam kategori layak.

Husnaini Rahmi Arrumi

Jurnal Miftahul Ilmi: Jurnal Pendidikan Agama Islam 2025 STIKes Ibnu Sina Ajibarang

This study explores the reinforcement of monotheism (tauhid) education through interactive digital content for fifth-grade students at SDIT Insan Kamil in the social media era. Using a qualitative case study approach, data were collected via classroom observations, interviews with Islamic education teachers, and analysis of digital learning materials. Findings indicate that interactive digital content, including videos, animations, and educational games, enhanced students' understanding of tauhid, increased engagement, and facilitated self-directed learning beyond school hours. Students demonstrated improved participation in discussions and greater confidence in expressing religious inquiries. However, challenges such as unequal access to technology among students were identified. Recommendations include developing tailored digital content aligned with tauhid principles, providing teacher training in technology integration, and addressing technological disparities through collaborative school-parent efforts. This study highlights the potential of digital tools to make Islamic education more relevant and engaging for digitally immersed students, emphasizing balanced collaboration between technology and teacher guidance.  

Lola Meliana; Dewi Robiatun Muharomah; Gigin Ginanjar

Penelitian ini bertujuan untuk mengkaji efektivitas video animasi berbasis game sebagai media pembelajaran pada materi sistem ekskresi manusia di SMP Islam 1 Tirtayasa. Metode yang digunakan adalah studi pendahuluan dengan pendekatan kualitatif deskriptif. Penelitian ini melibatkan guru dan siswa sebagai partisipan untuk mengevaluasi daya tarik, pemahaman materi, dan interaktivitas media pembelajaran. Data dikumpulkan melalui wawancara, observasi, dan angket. Hasil penelitian menunjukkan bahwa penggunaan video animasi berbasis game dapat meningkatkan minat belajar siswa serta membantu mereka memahami konsep yang kompleks. Namun, diperlukan pengembangan lebih lanjut untuk meningkatkan aspek interaktivitas dan kesesuaian dengan kurikulum.

Fahmi Abdulloh Efendi; Abdul Misbahudin; Ahmad Khoirudin; Wahyu Ilahi; Ibnu Muhsin Hakiki +1 more

JURNAL ILMIAH PENDIDIKAN KEBUDAYAAN DAN AGAMA 2025 CV. ALIM'SPUBLISHING

Abstract. Pedagogical competence is the main ability that educators must have to manage learning effectively. This research aims to discuss the meaning of pedagogical competence, the application of learning theories, and the role of information and communication technology in Islamic Religious Education (PAI) learning. The research method used is literature analysis and theoretical study. The research results show that pedagogical competence includes the ability to understand student characteristics, design learning, and carry out comprehensive evaluations. The application of learning theories, such as behavioristic, cognitive, constructivist and humanistic, has been proven to support the effectiveness of PAI learning. Behavioristics helps build positive habits, cognitive improves deep understanding, constructivists encourage active participation, and humanistics develops students' potential holistically. Apart from that, the use of information and communication technology, such as e-learning, video conferencing and multimedia, is able to encourage learning that is innovative, interactive and in line with the needs of students in the digital era. Thus, the development of PAI teachers' pedagogical competence needs to continue to be improved through targeted training, optimal use of technology, and strengthening learning strategies to produce learning that is relevant to the needs of the times Abstrak Kompetensi pedagogik adalah kemampuan utama yang harus dimiliki oleh pendidik untuk mengelola pembelajaran secara efektif. Penelitian ini bertujuan membahas pengertian kompetensi pedagogik, penerapan teori belajar, serta peran teknologi informasi dan komunikasi dalam pembelajaran Pendidikan Agama Islam (PAI). Metode penelitian yang digunakan adalah analisis literatur dan kajian teoritis. Hasil penelitian menunjukkan bahwa kompetensi pedagogik mencakup kemampuan memahami karakteristik peserta didik, merancang pembelajaran, serta melakukan evaluasi secara komprehensif. Penerapan teori belajar, seperti behavioristik, kognitif, konstruktivistik, dan humanistik, terbukti mendukung efektivitas pembelajaran PAI. Behavioristik membantu membangun kebiasaan positif, kognitif meningkatkan pemahaman mendalam, konstruktivistik mendorong partisipasi aktif, dan humanistik mengembangkan potensi siswa secara holistik. Selain itu, pemanfaatan teknologi informasi dan komunikasi, seperti e-learning, video konferensi, dan multimedia, mampu mendorong pembelajaran yang inovatif, interaktif, dan sesuai dengan kebutuhan peserta didik di era digital. Dengan demikian, pengembangan kompetensi pedagogik guru PAI perlu terus ditingkatkan melalui pelatihan yang terarah, penggunaan teknologi secara optimal, dan penguatan strategi pembelajaran untuk menghasilkan pembelajaran yang relevan dengan kebutuhan zaman.

E. Nita Prianti; Wiwin Winda Kusumawati

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study examines the utilization of interactive PowerPoint as a learning media to enhance students' active participation in Pancasila subjects, specifically the material of Bhineka Tunggal Ika, using a descriptive qualitative research method. The primary objective of this study is to understand how interactive PowerPoint can be implemented in the learning process and how its use affects students' involvement in the classroom. The research was conducted at SMK PGRI 3 Kota Serang involving 43 tenth-grade multimedia students and one Pancasila teacher as participants. Data was collected through in-depth interviews with teachers and students, observations during the learning process, and analysis of documentation related to the implementation of interactive PowerPoint. Observations were conducted to assess classroom dynamics, student participation levels, and interactions that occurred during learning sessions. The results of the analysis indicate that the use of interactive PowerPoint significantly increased student involvement in learning. Students showed greater interest and actively participated in discussions and activities presented through PowerPoint. Teachers also reported that the material delivered with the help of interactive PowerPoint was easier to understand and more interesting for students. Several PowerPoint features, such as interactive quizzes and animations, proved effective in facilitating the understanding of the concept of Bhineka Tunggal Ika. This study concludes that interactive PowerPoint is an effective tool for enhancing students' active participation in Pancasila learning. The use of this media not only increases student involvement but also assists teachers in delivering material in a more engaging and interactive manner. These findings provide valuable insights into the integration of technology in education and offer recommendations for the development of more innovative learning methods.  

Imas Susilawati; Neng Lies Susilawaty; Elis Hasanah; Siti Ade Amiati; Rosyidatul Munawaroh +1 more

This research aims to develop a fun learning model based on interactive wordwall games on informative text reading material in class V of Bangbayang 2 Elementary School, Cianjur Regency. This type of research is development research (R&D) with the ADDIE model which consists of five steps: analysis, design, development, implementation and evaluation. The designed media is then validated by the validator using a validation sheet in the form of a questionnaire. Product validation consists of material and media experts. To practice product quality, this is done by filling out teacher and student response questionnaires. Then, the effectiveness test is carried out by giving evaluation questions to students. The results of media research obtained a validity level of 86% from the material aspect in the very valid category, 80% from the media aspect in the valid category. Thus, it can be concluded that the learning media in the form of interactive wordwall media using a fun learning model in Indonesian language learning in class V elementary school is declared practical, effective, and suitable for use in learning.

John John; Ria Eka Sari; Joko Rahmat

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The introduction of hijaiyah letters in early childhood is an important stage in building the basis for learning the Qur'an. This research aims to develop an interactive game called Al-Dhaki which is designed to help parents and early childhood education teachers in introducing hijaiyah letters to children in an interesting and effective way. This game is designed using quantitative research methods to analyze user needs, with a 5W+1H approach (What, Why, Who, When, Where, and How) in data collection and analysis. The results of the study show that game-based interactive learning media can increase children's interest in learning and simplify the process of recognizing hijaiyah letters. Al-Dhaki is developed in the form of an application file (APK) that can be installed on Android devices, making it easily accessible to users. The game is equipped with interactive features, such as sounds, animations, and simple quizzes, to increase children's engagement in learning. With the presence of Al-Dhaki, it is hoped that the process of recognizing hijaiyah letters will be more fun and effective, as well as providing practical solutions for parents and PAUD teachers in supporting the development of religious literacy in early childhood.

Muh. Wahyuddin S. Adam; Febriani Paudi; Oktavia Ngaito; Delvi Hulopi; Nindita Hulopi +1 more

This research examines the impact of implementing role playing learning strategies on increasing students' self-confidence. The research results show that the role playing method has a positive influence, especially in increasing students' enthusiasm and self-confidence. However, there are several challenges that must be faced, such as time constraints, the need for more thorough preparation, and managing students who tend to be passive. In order to apply this method more effectively, there needs to be a solution to these obstacles, so that it can be applied optimally at various grade levels.eo Interaktif, Pemahaman Konsep IPS.

Diyah Andini Kusumastuti; Umi Mahmudah

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The era of digitalization has a significant impact on various aspects of life, including education. However, the existence of traditional games is increasingly eliminated due to technological developments. This study examines the implementation of the traditional game of ball ball as an interactive learning medium of the earth's gravitational force for elementary / middle school students. Using  the Systematic Literature Review (SLR) method, this study identifies the benefits of the game of ball ball in improving students' understanding, motivation, and learning outcomes through a fun and interactive approach. The results of the study show that the ball game is able to integrate the concept of the earth's gravitational force in a simple but effective way. The game also facilitates the development of students' cognitive, psychomotor, affective, social, and spiritual aspects. The use of the game of ball in learning not only increases students' interest but also creates an inclusive and collaborative learning environment. The conclusion of this study confirms that the traditional game of bekel ball is an innovative and relevant learning medium in teaching physics concepts, especially the earth's gravitational force. The practical implications can be used as a guideline for educators to develop learning strategies based on local wisdom that support in-depth conceptual understanding. Further research is recommended to explore the potential of other traditional games in the learning of complex science concepts.

Muhammad Nawir; Aini Nurpratiwi; Dimas Mulyadin

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study was conducted because of the lack of interest in learning the IPS subject of grade IX junior high school which according to the students always makes them sleepy. The low interest in learning students can be seen from the minimal participation in class discussions and the lack of motivation to complete assignments. To overcome this, learning innovation was carried out by utilizing Game Based Learning Quizizz, an interactive quiz platform based on gamification that can increase student motivation. This study aims to test whether the use of Quizizz can increase students' interest in learning in IPS. This Classroom Action Research (CAR) was conducted in two cycles, each consisting of the planning, implementation, observation, and reflection stages, with 31 subjects of grade IX students of SMPN 1 Barru. Data were collected through observation, questionnaires, and interviews, then analyzed descriptively qualitatively and quantitatively. The results showed that the use of Quizizz significantly increased students' interest in learning. In Cycle 1, there was an increase in interest in learning, although some students still had difficulty using the application and many were still not interested and lacked learning. After improvements in Cycle 2, 90% of students became more active and enthusiastic, supported by interview results which showed that students felt more motivated and enjoyed learning through interactive quizzes because they could see their scores directly using the LCD.

Irfan Nurdiansyah; Reni Utami

Jurnal Pengabdian Bersama Masyarakat Indonesia 2025 CV. Aksara Global Akademia

Di era digital, kemampuan teknologi informasi, khususnya web development, menjadi keterampilan yang sangat dibutuhkan. Web development memainkan peran penting dalam pengembangan aplikasi dan layanan yang digunakan sehari-hari. Namun, banyak mahasiswa belum memiliki kemampuan memadai di bidang ini, salah satunya akibat kurangnya akses terhadap pendidikan yang mendalam dan terstruktur. Kurikulum di perguruan tinggi sering hanya fokus pada konsep dasar tanpa menekankan praktik dan teknologi terbaru. Pelatihan web development dirancang untuk membantu mahasiswa mengembangkan keterampilan secara komprehensif melalui pendekatan terstruktur, interaktif, dan berbasis proyek. Metode ini mencakup persiapan materi, pelaksanaan kegiatan, penggunaan alat bantu, dan evaluasi hasil belajar. Materi yang diajarkan meliputi HTML, CSS, JavaScript, dan framework modern, dengan tujuan membekali mahasiswa dengan pengetahuan dasar dan keterampilan praktis dalam membangun situs web yang interaktif dan responsif. Hasil yang diharapkan dari pelatihan ini adalah peningkatan keterampilan teknis mahasiswa Universitas Dian Nusantara, dorongan untuk berinovasi, serta kesiapan mereka bersaing di dunia kerja yang semakin kompetitif. Pelatihan ini diharapkan dapat menjadi solusi terhadap kebutuhan industri saat ini sekaligus menjembatani kesenjangan antara pendidikan dan dunia kerja.

Nara Setya Wiratama; Zainal Afandi; Heru Budiono; Agus Budianto; Sigit Widiatmoko +3 more

Jurnal Pengabdian Masyarakat Nian Tana 2025 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

Kegiatan pengabdian ini bertujuan untuk meningkatkan kualitas pengajaran guru MGMP Sejarah melalui digitalisasi metode penelitian sejarah. Dengan memanfaatkan sumber-sumber digital seperti Delpher, Leiden University Libraries, dan Nationaal Archief, pelatihan daring dilaksanakan untuk memperkenalkan penggunaan teknologi dalam pengajaran. Metodologi yang digunakan meliputi survei awal untuk mengidentifikasi kebutuhan peserta, diikuti dengan pelatihan interaktif dan praktik penggunaan sumber digital. Analisis data menunjukkan bahwa 85% peserta mengalami peningkatan pemahaman, 90% merasa lebih percaya diri, dan 75% berencana mengintegrasikan sumber digital dalam pengajaran. Hasil ini menunjukkan bahwa digitalisasi dapat memperkaya materi ajar dan meningkatkan keterlibatan peserta didik. Kegiatan ini memberikan kontribusi signifikan terhadap pengetahuan guru dalam memanfaatkan teknologi untuk pengajaran sejarah yang lebih efektif

Junika Indar Sawitri; Tria Novita Br Karo Sekali; Cahaya Mutiara Br Barus; Rahma Adinda Sahara; Vierca Cantika Budi

POTENSI : Jurnal Pengabdian Kepada Masyarakat 2025 Fakultas Ekonomi dan Bisnis UNDARIS

The use of interactive learning media is an innovative solution to improve the quality of learning, especially in the digital era. This study uses a qualitative method with a case study approach that focuses on elementary school students. The results of the study show that interactive learning media can improve students' understanding of the material, learning motivation, and active involvement in the learning process. With the integration of technology, such as the use of infocus and educational videos, students can learn in a more dynamic and interesting way. In addition, interactive learning also helps develop students' social skills and critical thinking skills. However, the implementation of this method faces challenges in the form of limited technological infrastructure, so additional support is needed for optimization.

Risma Hanifatur Rosyida; Silvia Dwi Anjelika; Idris Salam Septiyanto; Muhammad Nofan Zulfahmi

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study discusses how bingo games can increase students' self-confidence at the primary school level. Bingo was chosen due to its interactive and fun nature, which is expected to create a learning environment that supports the development of students' self-confidence. This study aims to evaluate the effect of using bingo games on students' courage to actively participate in class. The approach used is a literature study, by reviewing various sources such as journal articles, books, previous research, and other relevant documents published in the last five years. The analysis process was carried out through the stages of collecting literature sources, categorizing data, synthesizing information, and drawing conclusions. The results of the literature review show that the implementation of bingo games in learning has significant potential in increasing students' confidence, which is reflected in the increased courage to speak in front of the class, actively answer questions, and interact with peers. This study concludes that bingo games can be an effective alternative learning method to develop elementary school students' self-confidence.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.