Iis, Eka Wahyuni (2025) PENGARUH MODEL PEMBELAJARAN VIRTUAL REALITY (VR) BERBANTUAN GOOGLE CARDBOARD TERHADAP MINAT BELAJAR PESERTA DIDIK KELAS III DI SD ISLAM ASSALAM BANDAR LAMPUNG. Diploma thesis, UIN RADEN INTAN LAMPUNG.
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Abstract
ABSTRAK Penelitian dalam skripsi ini dilatarbelakangi oleh dugaan rendahnya minat belajar Ilmu Pengetahuan Alam dan Sosial peserta didik kelas III. Karena itu perlu model pembelajaran yang lebih menarik, interaktif, dan bermakna bagi peserta didik, dengan diharapkan peserta didik mampu memahami apa yang disampaikan oleh pendidik agar dapat mendorong keberhasilan peserta didik dalam menguasai materi dan meningkatkan minat belajar IPAS. Berdasarkan permasalahan tersebut peneliti menawarkan solusi dengan menerapkan model pembelajaran Virtual Reality (VR) berbantuan Google Cardboard terhadap minat belajar peserta didik pada mata pelajaran IPAS kelas III di SD Islam Assalam Bandar Lampung. Penelitian ini memakai pendekatan kuantitatif dengan jenis penelitian menggunakan jenis penelitian Quasy Experimental tipe Nonequivalent Control Group Design. Penelitian dilakukan terhadap dua kelas yakni kelas eksperimen dan kelas kontrol, instrument yang digunakan yaitu berupa angket minat belajar melalui langkah-langkah perhitungan yang meliputi uji validitas, uji reliabilitas, uji normalitas, uji homogenitas dan uji hipotesis. Penelitian ini dilaksanakan di kelas III SD Islam Assalam Bandar Lampung pada tahun ajaran 2025/2026 dengan jumlah populasi sebanyak 61 dan sampel sebanyak 41 peserta didik. Teknik pengambilan sampel yang digunakan adalah Cluster Random Sampling untuk menentukan kelas eksperimen dan kelas kontrol. Instrumen yang digunakan berupa angket sebanyak 50 pernyataan. Data yang diperoleh dianalisis dengan uji prasyarat dan uji hipotesis menggunakan uji-t guna mengetahui apakah terdapat pengaruh model pembelajaran Virtual Reality (VR) berbantuan Google Cardboard terhadap minat belajar peserta didik kelas III di SD Islam Assalam Bandar Lampung. Berdasarkan hasil analisis data menggunakan uji-t melalui software SPSS versi 25.0, diperoleh nilai signifikansi sebesar 0,000. Karena nilai tersebut lebih kecil dari 0,05, maka dapat disimpulkan bahwa (H₁) diterima dan (H₁) ditolak. Dengan demikian, terdapat pengaruh yang signifikan dari penerapan model pembelajaran Virtual Reality (VR) berbantuan Google Cardboard terhadap minat belajar peserta didik kelas III di SD Islam Assalam Bandar Lampung. Kata Kunci: Google Cardboard, Minat Belajar, Model Pembelajaran Virtual Reality (VR). ii ABSTRACT The research in this thesis is motivated by the suspected low interest in learning Natural and Social Sciences among third-grade students. Therefore, a more engaging, interactive, and meaningful learning model is needed for students. It is hoped that students will be able to understand what the teacher is conveying, thereby encouraging student success in mastering the material and increasing interest in learning Natural Sciences. Based on this problem, the researcher proposes a solution by implementing a Virtual Reality (VR) learning model assisted by Google Cardboard to improve student interest in learning Natural Sciences in third-grade students at SD Islam Assalam Bandar Lampung. This study employed a quantitative approach with a quasi experimental research type with a Nonequivalent Control Group Design. The study was conducted in two classes: an experimental class and a control class. The instrument used was a learning interest questionnaire through calculation steps that included validity testing, reliability testing, normality testing, homogeneity testing, and hypothesis testing. This study was conducted in third-grade students at SD Islam Assalam Bandar Lampung in the 2025/2026 academic year, with a population of 61 and a sample of 41 students. The sampling technique used was cluster random sampling to determine the experimental and control classes. The instrument used was a questionnaire containing 50 statements. The data obtained were analyzed using prerequisite tests and hypothesis testing using a t-test to determine the effect of the Virtual Reality (VR) learning model assisted by Google Cardboard on the learning interests of third-grade students at SD Islam Assalam Bandar Lampung. Based on the results of data analysis using a t-test using SPSS version 25.0, a significance value of 0.000 was obtained. Because this value is less than 0.05, it can be concluded that (H₁) is accepted and (H₁) is rejected. Thus, there is a significant effect of the implementation of the Virtual Reality (VR) learning model assisted by Google Cardboard on the learning interests of third-grade students at SD Islam Assalam Bandar Lampung. Keywords: Google Cardboard, Learning Interest, Virtual Reality (VR) Learning Model.
| Item Type: | Thesis (Diploma) |
|---|---|
| Subjects: | Pendidikan Matematika |
| Divisions: | Fakultas Tarbiyah dan Keguruan > Pendidikan Matematika |
| Depositing User: | LAYANAN PERPUSTAKAAN UINRIL REFERENSI |
| Date Deposited: | 22 Dec 2025 04:06 |
| Last Modified: | 22 Dec 2025 04:06 |
| URI: | https://repository.radenintan.ac.id/id/eprint/41883 |
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