Pengembangan Kartu Truth or Dare Berbasis Augmented Reality pada Pendidikan Agama Islam

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Authors

Dhitkya Pradana
Mokh Iman Firmansyah
Risris Hari Nugraha
Keywords:
Augmented Reality; Gamification; Truth or Dare Card; Cognitive Learning Outcomes

Abstract

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This study developed a gamified Augmented Reality (AR)-based Truth or Dare card media for Islamic ethics (akhlak) material in 10th-grade Islamic Religious Education, while testing its effectiveness on students' cognitive learning outcomes. Using a mixed R&D approach with the ADDIE model and a non-equivalent control group pretest-posttest quasi-experimental design, the study involved 60 tenth-grade students divided into experimental (n=33) and control (n=27) groups, using a 35-item multiple-choice instrument based on the revised Bloom's taxonomy C1–C5. The Wilcoxon Signed-Rank test confirmed significant improvement in the experimental group (N-Gain 0.523, moderate category) compared to the control group (N-Gain 0.155, low category), although the Mann-Whitney U test showed no statistically significant difference between groups (p=0.268), attributed to extreme outliers and sample size limitations. These findings confirm that the gamified AR-based Truth or Dare card media effectively improves students' cognitive learning outcomes in Islamic Religious Education, particularly for students with low prior knowledge.

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