DEVELOPMENT OF BUSAKBAR MEDIA (CULTURAL DIVERSITY POCKET BOOK BASED ON AUGMENTED REALITY) TO ENHANCE STUDENTS’ LEARNING INTEREST IN PANCASILA EDUCATION FOR FIFTH-GRADE ELEMENTARY STUDENTS
DOI:
https://doi.org/10.23969/jp.v10i04.36425Keywords:
Augmented Reality, BUSAKBAR, Learning Interest, Pancasila Education InnovationAbstract
This research aims to develop and validate BUSAKBAR (Cultural Diversity Pocket
Book Based on Augmented Reality) as an innovative learning medium to enhance
fifth-grade students’ interest in learning Pancasila Education. The study applies a
Research and Development (R&D) approach using the ADDIE model Analysis,
Design, Development, Implementation, and Evaluation. Data were collected
through questionnaires, expert validations, and pre- and post-tests. The findings
revealed that the BUSAKBAR media achieved high validity, with the material
expert evaluation reaching 87.5% and the media expert evaluation reaching
91.23%, both categorized as highly feasible. Classroom implementation
demonstrated a 47% improvement in learning interest from the pre-cycle to the
first cycle, with 88% of students categorized as having high or very high learning
interest. The novelty of this study lies in integrating Augmented Reality (AR)
technology into a portable pocket book format specifically designed for Pancasila
Education an area that has received limited attention in previous research
compared to science and mathematics subjects. BUSAKBAR combines visual
interactivity, cultural representation, and character education aligned with the
Pancasila Student Profile within the Merdeka Curriculum. This innovation provides
a practical and engaging learning tool that bridges traditional print-based and
digital learning environments. Therefore, BUSAKBAR can be considered a valid
and effective medium to foster students’ learning motivation and appreciation of
Indonesia’s cultural diversity.
Keywords: Augmented Reality, BUSAKBAR, Learning Interest, Pancasila
Education Innovation
Downloads
References
Ayu Permatasari, D., Dwi Risdhayanti, A., Al Azhar, G., Adibah, A., Luqman, M., Wahyu Aulia Nurwicaksana, dan, & Aulia Nurwicaksana, W. (2024). Penerapan Augmented Reality (AR) Sebagai Media Pembelajaran Interaktif Di MI Sunan Gunung Jati Malang. 2, 12. https://journal.institercom-edu.org/index.php/multiple
Azzahra, S. E., & Ali, M. (2025). IMPLEMENTATION OF THE PANCASILA STUDENT PROFILE STRENGTHENING PROJECT TO ENHANCE RELIGIOUSITY AND BHINEKA TUNGGAL IKA AT SMK NEGERI 1 KLATEN. Journal Visipena, 16(1), 89–102. https://ejournal.bbg.ac.id/Visipena
Firmansyah, M. H., & Azhar, A. (2024). Augmented Reality-Based Learning Media to Improve Student Motivation and Learning Outcomes. SAINTEKBU: Journal of Science and Technology, 01, 23.
Hasbi, M., Fitri, & Muktamar, A. (2023). Character Building Profile of Pancasila Students As An Effort to Realize National Character. ETDC: Indonesian Journal of Research and Educational Review, 2(4), 70–83. https://doi.org/10.51574/ijrer.v2i4.938
Heri, T. (2019). MENINGKATKAN MOTIVASI MINAT BELAJAR SISWA (Vol. 15, Issue 1).
Nababan, R., Dharma, S., Gabriel Siahaan, P., Fatimah, U., Shazmien Danieal bin Mohamed Faudzi, W., Kunci, K., Transformasi, P., Kewarganegaraan, P., Karakter, P., & Global, K. (2025). Transforming Civic Education Through. 22(2). https://doi.org/10.24114/jk.v2
Nugroho, A. A., Dwijayanti, I., Prayito, M., Noordin, M. K., & Fenyvesi, K. (2024). Design of algebra digital book on mixed reality-based to improve learner’s numeracy literacy. JRAMathEdu (Journal of Research and Advances in Mathematics Education). https://doi.org/10.23917/jramathedu.v9i4.4745
Pendidikan, J., & Perkantoran, M. (2016). MINAT BELAJAR SEBAGAI DETERMINAN HASIL BELAJAR SISWA (Learning Interest as Determinant Student Learning Outcomes) (Vol. 1, Issue 1). http://ejournal.upi.edu/index.php/jpmanper/article/view/00000
Rohaeni, S. (n.d.). PENGEMBANGAN SISTEM PEMBELAJARAN DALAM IMPLEMENTASI KURIKULUM 2013 MENGGUNAKAN MODEL ADDIE PADA ANAK USIA DINI.
Sari, D. P., Saputra, B., Adriyanto, H., Ma’arif, M., & Cahyani, A. (n.d.). Literature Review: Pemanfaatan Teknologi Augmented Reality dalam Pembelajaran PPKn dan Implikasinya Terhadap Pendidikan Nilai Kewarganegaraan. In Edu Society: Jurnal Pendidikan, Ilmu Sosial, dan Pengabdian Kepada Masyarakat (Vol. 5).
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.
















