Abstrak


PENGEMBANGAN AUGMENTED REALITY (AR) MELALUI PENDEKATAN DEEP LEARNING UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KREATIF SISWA SMP PADA MATERI SISTEM TATA SURYA


Oleh :
Bagas Brilian Ramadhan - K4522024 - Fak. KIP

Bagas Brilian Ramadhan. K4522024, Advisor: Meida Wulan Sari, S.Pd., M.Pd. DEVELOPMENT OF AUGMENTED REALITY (AR) THROUGH A DEEP LEARNING APPROACH TO ENHANCE CREATIVE THINKING SKILLS OF JUNIOR HIGH SCHOOL STUDENTS IN THE SOLAR SYSTEM CURRICULUM. Thesis. Surakarta: Faculty of Teacher Training and Education, Sebelas Maret University, June 2026.The creative thinking skills of junior high school students in Indonesia remain in the low-to-moderate range, while the Solar System curriculum is abstract in nature, making it difficult to visualize through conventional teaching methods. This study aims to: (1) develop an Augmented Reality (AR) based learning medium using a Deep Learning approach for Solar System material; (2) determine the feasibility of the developed medium based on validation by subject matter, language, and media experts; and (3) assess the improvement in junior high school students’ creative thinking skills after using the medium. This study employed the Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development panel consisted of two expert validators in subject matter, language, and media, while the test subjects were 32 seventh-grade students at SMP Negeri 3 Karanganyar for the 2025/2026 academic year, selected using cluster random sampling. Data were collected through observation, interviews, expert validation questionnaires, student and teacher response questionnaires, as well as pretest and posttest items adapted from the Torrance Test of Creative Thinking (TTCT). Quantitative data were analyzed using the Gregory Matrix, Likert scale percentages, and the N-Gain test, while qualitative data were analyzed descriptively. The results of the study indicate that AR-based learning media on the Solar System were successfully developed through the ADDIE model stages. The results of the media expert validation yielded a coefficient of 0.89, and the content and language expert validation yielded a coefficient of 0.82; both fall into the “very high validity” category. The media’s practicality was confirmed through a small-scale pilot test, with a student response rate of 79%, and a limited-scale pilot test, with a student response rate of 85% and a teacher response rate of 91%; all results fell into the “feasible” category. The results of the N-Gain test on students’ pre-test and post-test data for creative thinking skills yielded a value of 0.4460, which falls into the moderate improvement category. Thus, it can be concluded that the AR learning media developed using the Deep Learning approach is valid, highly suitable for use, and effective in improving the creative thinking skills of junior high school students regarding the Solar System curriculum.Keywords: Augmented Reality, Deep Learning, Creative Thinking Skills, Solar System, Research and Development