Pengembangan komik matematika berbasis cerita rakyat Jambi dengan augmented reality untuk meningkatkan metakognitif siswa
Keywords:
Augmented Reality, Jambi Folklore, Mathematics Comic, Metacognitive SkillsAbstract
Mathematics learning is often perceived as abstract and difficult, which leads to low motivation and poor outcomes among students. This study aimed to develop an innovative Mathematics Comic based on Jambi folklore supported by Augmented Reality (AR) to enhance students’ metacognitive skills. The research employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The product was validated by experts in mathematics education, media, and teaching practice. The validation results showed that the media obtained an average score of 3.65 out of 4, categorized as very valid. A limited trial involving 10 junior high school students revealed that 87% of students considered the comic highly engaging, 82% stated it helped them understand abstract concepts, and 79% agreed it supported their learning strategies. Furthermore, a pretest–posttest design indicated an increase in the mean score from 56.2 to 78.4, with a normalized gain of 0.62, which is categorized as medium to high. These findings demonstrate that the Mathematics Comic enriched with AR is valid, practical, and effective in fostering students’ ability to plan, monitor, and evaluate their learning. The novelty of this study lies in the integration of Jambi folklore with AR-based comics, creating a meaningful, contextual, and culturally rooted learning experience. This research contributes to the improvement of mathematics learning quality, strengthening metacognitive awareness, and supporting the Merdeka Belajar curriculum in Indonesia.
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