PENGARUH BUKU BACAAN INTERAKTIF BERBASIS AUGMENTED REALITY (AR) TERHADAP PENINGKATAN KEMAMPUAN PENGUASAAN KOSAKATA SISWA KELAS II SDN 066056 MEDAN DENAI

  • Rahmadani Universitas Negeri Medan
  • Edizal Hatmi Universitas Negeri Medan
  • Wildansyah Lubis Universitas Negeri Medan
  • Halimatussakdiah Universitas Negeri Medan
  • Masta Marselina Sembiring Universitas Negeri Medan
Keywords: Interactive Reading Books, Augmented Reality (AR), Vocabulary Mastery

Abstract

This study aims to determine the effect of using Augmented Reality (AR)-based interactive reading books on improving vocabulary mastery of second-grade students at UPT SD Negeri 066056 Medan Denai in the 2025/2026 Academic Year. This study used a quasi-experimental design with a non-equivalent control group design. The population in this study were all second-grade students, consisting of two classes: class II-A as the experimental class and class II-B as the control class. The study sample consisted of 40 students, with each class consisting of 20 students. The research instrument used was a vocabulary mastery test in the form of a pre-test and a post-test consisting of 20 multiple-choice questions. Data analysis was conducted through normality tests, homogeneity tests, and hypothesis testing using the Independent Sample t-test. The results of the data analysis showed that the average post-test score in the experimental class was 75.5, higher than the control class, which was 65.5. Based on the t-test results, the α-value of 2.529 and α-value of 2.024 were obtained at a significance level (Sig.) of 0.05. Therefore, H0 was rejected and Ha was accepted. Thus, it can be concluded that the use of interactive reading books based on Augmented Reality (AR) significantly improved vocabulary mastery among second-grade students at UPT SD Negeri 066056 Medan Denai

References

R. A., & Ratnawati, D. (2024). Pemanfaatan Augmented Reality dalam pembelajaran bahasa di sekolah dasar. Jurnal Pendidikan Dasar Indonesia, 6(2), 45–56.

Aini, F., Ramzi, M., & Rahayu, F. (2024). Buku bacaan interaktif dan kemandirian anak. AJPP.

Aryana, S., & Wuryani, W. (2025). Penguasaan kosakata bahasa Indonesia siswa sekolah dasar. Ranah: Jurnal Kajian Bahasa, 14(1), 1–15.

Isnaniah, dkk. (2025). Pengaruh Buku Elektronik Interaktif Berbasis Augmented Reality terhadap Peningkatan Penguasaan Kosakata Siswa Sekolah Dasar. Jurnal Pendidikan Dasar, 12(1), 45–56.

Putri, dkk. (2025). Penerapan Buku Aktivitas dan Buku Bacaan Interaktif Berbasis Augmented Reality dalam Pembelajaran Bahasa untuk Meningkatkan Kosakata Siswa Sekolah Dasar. Jurnal Inovasi Pendidikan, 8(2), 112–125.

Rosnaningsih, A., & Muhyidin, A. (2024). Penggunaan Buku Cerita Interaktif Berbasis Augmented Reality sebagai Media Pembelajaran Kosakata Bahasa Indonesia di Sekolah Dasar. Jurnal Pendidikan Bahasa Indonesia, 10(1), 35–48.

Sari, M. U. K., Kasiyun, S., & Ghufron, S. (2021). Upaya meningkatkan penguasaan kosakata Bahasa Indonesia. Jurnal Basicedu, 5(1), 210–218.

Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: ALFABETA.

Susanto, E. S., Hamdani, F., & Nuryansah, F. (2025). Augmented Reality dalam pembelajaran Bahasa Indonesia di sekolah dasar. Jurnal Mnemonic, 8(1), 60–72.

Published
2026-07-09
How to Cite
Rahmadani, Hatmi, E., Lubis, W., Halimatussakdiah, & Marselina Sembiring, M. (2026). PENGARUH BUKU BACAAN INTERAKTIF BERBASIS AUGMENTED REALITY (AR) TERHADAP PENINGKATAN KEMAMPUAN PENGUASAAN KOSAKATA SISWA KELAS II SDN 066056 MEDAN DENAI . Didaktik : Jurnal Ilmiah PGSD STKIP Subang, 12(3), 301 - 311. https://doi.org/10.36989/didaktik.v12i3.16466

Most read articles by the same author(s)

1 2 > >>