Pengembangan Media Flashcard Berbantuan Augmented Reality pada Materi Virus: Studi Pendahuluan Menggunakan Model Plomp
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Rendahnya penguasaan peserta didik terhadap konsep virus menjadi salah satu permasalahan yang masih ditemukan dalam pembelajaran Biologi di tingkat sekolah menengah atas. Kesulitan tersebut berkaitan dengan karakteristik materi yang tidak mudah diamati secara langsung serta belum tersedianya media pembelajaran yang mampu menyajikan representasi konsep secara optimal. Atas dasar kondisi tersebut, penelitian ini dilakukan untuk mengidentifikasi kebutuhan pengembangan media Flashcard berbantuan Augmented Reality pada pembelajaran virus bagi peserta didik kelas X SMA. Penelitian ini menerapkan metode Research and Development (R&D) dengan mengacu pada model Plomp dan dibatasi pada tahap penelitian awal (preliminary research). Kegiatan penelitian dilaksanakan di SMAN 6 Pekanbaru dan SMAN 11 Pekanbaru pada tahun ajaran 2025/2026. Sebanyak 67 peserta didik dilibatkan sebagai responden penelitian yang ditentukan menggunakan teknik purposive sampling. Pengumpulan data dilakukan melalui analisis kurikulum, analisis proses pembelajaran, wawancara dengan guru dan peserta didik, serta penyebaran angket kebutuhan. Data yang diperoleh dianalisis menggunakan teknik deskriptif kuantitatif berupa persentase. Hasil analisis menunjukkan bahwa peserta didik membutuhkan media pembelajaran yang menarik, mudah diakses, dan mampu membantu visualisasi konsep virus secara lebih konkret, dengan tingkat kebutuhan rata-rata sebesar 87%. Kebutuhan tersebut didukung oleh tingginya persetujuan peserta didik terhadap pengembangan media Flashcard berbantuan Augmented Reality pada materi Virus yang mencapai 99%. Temuan pada tahap penelitian awal ini menunjukkan bahwa pengembangan media Flashcard berbantuan Augmented Reality relevan dengan kebutuhan peserta didik dan dapat menjadi dasar bagi tahap pengembangan serta pengujian lebih lanjut.
Development of Augmented Reality-Assisted Flashcard Media on Virus Material: a Preliminary Study Using the Plomp Model
Abstract
Students' low mastery of virus concepts remains one of the challenges encountered in Biology learning at the senior high school level. This difficulty is related to the characteristics of the material, which cannot be directly observed, as well as the limited availability of learning media capable of optimally representing the concepts. Based on these conditions, this study was conducted to identify the need for developing Flashcard media assisted by Augmented Reality in virus learning for tenth-grade senior high school students. This study employed the Research and Development (R&D) method based on the Plomp model and was limited to the preliminary research phase. The research was conducted at SMAN 6 Pekanbaru and SMAN 11 Pekanbaru during the 2025/2026 academic year. A total of 67 students participated as research respondents selected through a purposive sampling technique. Data were collected through curriculum analysis, learning process analysis, interviews with teachers and students, and the distribution of needs assessment questionnaires. The collected data were analyzed using quantitative descriptive analysis in the form of percentages. The results indicated that students need learning media that are engaging, easily accessible, and capable of supporting a more concrete visualization of virus concepts, with an average need level of 87%. This need was further supported by the high level of student agreement regarding the development of Flashcard media assisted by Augmented Reality for virus learning, which reached 99%. The findings of this preliminary research indicate that the development of Flashcard media assisted by Augmented Reality is relevant to students' needs and can serve as a basis for further development and testing.of Augmented Reality-integrated Flashcard media has the potential to support more effective Biology learning by presenting concepts in a more concrete manner, thereby addressing students' learning needs.
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