Augmented reality on students’ academic achievement viewed from the creative thinking level

AUGMENTED REALITY ON STUDENTS’ ACADEMIC ACHIEVEMENT VIEWED FROM THE CREATIVE THINKING LEVEL

I Gusti Putu Asto Buditjahjanto , Juki Irfansyah

Postgraduate of Vocational and Technology Education, Universitas Negeri Surabaya (Indonesia)

Received June 2022

Accepted April 2023

Abstract

The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a learning process in the classroom. The research objective is to investigate the effect of augmented Reality on students’ academic achievement viewed from the creative thinking level. MANOVA was used to analyze differences in cognitive and psychomotor learning outcomes between the experimental class using AR and the control class using PowerPoint. The results showed that learning media and creative thinking levels affect cognitive and psychomotor learning outcomes. Cognitive learning outcomes of students using AR are higher than student learning outcomes using PowerPoint. Meanwhile, the psychomotor learning outcomes of students using AR are higher than those using PowerPoint. The learning media significantly affects cognitive learning outcomes with a p‑value = 0.007, while the creative thinking level significantly affects psychomotor learning outcomes with a p-value = 0.016.

 

Keywords – Augmented reality, Creative thinking level, Academic achievement, MANOVA, Learning media.

To cite this article:

Buditjahjanto, I.G.P.A., & Irfansyah, J. (2023). Augmented reality on students’ academic achievement viewed from the creative thinking level. Journal of Technology and Science Education, 13(3), 597-612. https://doi.org/10.3926/jotse.1813

 

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    1. 1. Introduction

The development of computer applications in the visual field has been overgrown; one is Augmented Reality. Augmented Reality is a technology that integrates two or more dimensional virtual objects into real three-dimensional, furthermore projects those virtual objects in real-time. The results of these virtual objects can look the same in the real world (Zheng, 2015). Augmented Reality development is so widespread because Augmented Reality has characteristics such as being real-time, being in 3D form, and interactively with users as if interacting with the natural world (Alkhamisi & Monowar, 2013; Azuma, Baillot, Behringer, Feiner, Julier & MacIntyre, 2001). Augmented Reality applications have been widely applied, such as in the fields of medicine, commerce, advertising, entertainment, and design (Carvalho & Morais-Lemos, 2014; Hsu, Lin & Yang, 2017; Tsai & Yen, 2014). Augmented Reality in education has been widely applied to assist students in understanding a learning material. Augmented Reality in education has been widely used as an instructional tool in carrying out laboratory experiments (Onime & Abiona, 2016), a learning medium to be used in studying the character of aquatic organisms (Tsai & Yen, 2014), as a learning medium in geometric lessons because it can visualize geometric concepts in real so that it can facilitate students’ understanding (Carvalho & Morais-Lemos, 2014).

In the educational aspect, the advantages of Augmented Reality to be applied to the learning process are that Augmented Reality can be used to access virtual materials from learning even when students are outside the classroom or laboratory, Augmented Reality makes it easier for students to study, and manipulate fragile and expensive objects, such as viscometers via mobile devices, and view demonstration videos with other mobile devices when working in small groups (Efrén-Mora, Carrau-Mellado & Añorbe‑Díaz, 2013). Augmented Reality technology can use handheld devices such as tablets and smartphones to be operated mobile. It can attract students’ attention by visualizing information content on natural objects (Majid, Mohammed & Sulaiman, 2015). Augmented Reality technology applied in the classroom supports explaining concepts by adding information to things recorded by mobile devices. This technology counts on the image feature analysis and the combined use of software applications that store data with authentic images. Learning using Augmented Reality can improve student achievement (Fombona-Cadavieco, Goulão & Fernandez-Costales, 2012). According to Chang, Kang and Huang (2013), Augmented Reality as an instructional tool can significantly improve students’ responses, improve job skills competency during the intervention phase, and maintain work skills acquired after intervention from students. Furthermore, Chiang, Yang and Hwang (2014) state that Augmented Reality -based inquiry learning activities can involve students in more interactions to build knowledge.

In the existing research, not many in-depth discuss the effect of Augmented Reality as a learning medium on student learning outcomes in terms of the level of creativity. Therefore, it becomes a research gap that can be done in this study. This research is conducted at a vocational high school in Indonesia on computer assembly. The problem in learning computer assembly that many students complain about is understanding the process and steps of computer component assembly. Meanwhile, the computer assembly subject requires students to understand and identify the hardware of computer components and learn how to assemble those components on computers correctly. This study is different from previous research because this study investigates the effect of the relationship between the creativity skills level of students on academic achievement.

Measurement of learning outcomes in computer assembly subjects consists of two types, namely: (1) cognitive learning outcomes to measure students’ understanding to identify the hardware of computer components and to explain how those computer components work; (2) psychomotor learning outcomes to measure students’ practical skills on the computer assembly process. This study also investigated the creative thinking level of students. Creativity thinking was chosen for this research; according to O’Reilly (2016), creativity-based learning is needed in a vocational education environment to encourage students to think creatively, produce quality learning, and have higher creative levels of work. Creative thinking has a significant positive relationship with scientific process skills scores and student academic performance (Yildiz & Yildiz, 2021).

Research conducted by Yang and Zhao (2021) shows that creative thinking affects learning outcomes. The elements of creative thinking include students’ self-esteem and internal locus of control. It is also supported by Akpur (2020), which states that creative thinking is positively and significantly correlated with learning outcomes. The research objective is to investigate the effect of augmented Reality on students’ academic achievement viewed from the level of creative thinking.

The research aims to investigate the effect of augmented Reality on students’ academic achievement viewed from the creative thinking level. This study consists of two groups. The student group who learned computer assembly through Augmented Reality as learning media and another student group who knew computer assembly through PowerPoint as teaching media, the research question for this study are: a) Is the average value of student learning outcomes using Augmented Reality higher than PowerPoint’s?, b) Is there a significant difference between the use of learning media toward their cognitive academic achievement and psychomotor academic achievement?, c) Is there a significant difference between their level of creative thinking toward their cognitive academic achievement and psychomotor academic achievement?

2. Literature Review

2.1. Augmented Reality

This study consists of two groups. The student group who learned computer assembly through Augmented Reality as learning media and another student group who knew computer assembly through PowerPoint as teaching media, the research question for this study are: a) Is the average value of student learning outcomes using Augmented Reality higher than PowerPoint’s?, b) Is there a significant difference between the use of learning media toward their cognitive academic achievement and psychomotor academic achievement?, c) Is there a significant difference between their level of creative thinking toward their cognitive academic achievement and psychomotor academic achievement?

Augmented Reality technology allows users to see and observe virtual objects in 2D or 3D projection onto an entire system. Augmented Reality is a technology that can combine digital content created by computers with real systems in real-time (Onime & Abiona, 2016). Augmented Reality technology can become a learning medium because of its ability to integrate tangible objects into virtual objects in a natural environment, real-time interactive execution with real and virtual objects, and convey information to support the learning process (Ke & Hsu, 2015). Augmented Reality can be used as a learning medium to deliver learning materials in a learning process. The application of Augmented Reality as a learning medium can motivate students and positively influence student learning outcomes in studying STEM material (Science, Technology, Engineering, and Mathematics) (Hsu et al., 2017). The benefits of augmented reality media for learning are: (1) augmented reality media makes objects more straightforward and more natural so that students seem to see the object actually in front of them; (2) augmented reality media can improve student learning outcomes because virtual objects that are displayed are more attractive, can be viewed longer and can be displayed repeatedly so that through their attractiveness they can motivate students to learn; (3) Augmented reality media is relatively efficient because with augmented reality-based multimedia it is not necessary to bring visual aids into the classroom, but phenomena associated with the material being learned can still be displayed in the classroom.

2.2. Dimensional and Levels of Creativity

Experts have expressed several definitions of creativity. They propose that the purpose of reactivity consists of at least four components, namely: (1) creative process; (2) creative products; (3) creative persons; and (4) creative situations (Heilman, 2005). The four components generally apply that creativity is an essential aspect of scientific ability, such as problem-solving, generation, hypotheses, experimental design, and innovation that require particular forms of scientific creativity (Lin, 2011).

According to Torrance (1968), it must consist of four dimensions: fluency, originality, elaboration, and flexibility to measure creative thinking. The instruments developed to measure creative thinking refers to these four dimensions. The instrument is often called the Torrance Tests of Creative Thinking (TTCT). The use of the TTCT instrument is still relevant today in determining a person’s creativity score (Runco, Millar, Acar & Cramond, 2010).

The use of creative thinking in learning material in the classroom can benefit students to develop their ability to establish themselves. Creative thinking applied in learning correlates to students’ achievement positively (Gajda, 2016). The use of creative thinking in Robotic learning materials shows a statistically significant contribution to students’ problem-solving skills (Çakır, Korkmaz, İdil & Erdoğmuş, 2021).

According to Huang, Chang and Chou (2020), measurement of the influence of creativity is needed to determine the ability of students to develop their innovative work in engineering design creativity of students. The results of measuring student creativity can also be grouped into several levels. As the research was done by Siswono (2011), the study applied the TTCT instrument to get a student’s creativity score. Furthermore, these scores of creativity were divided into five levels. The order of creativity skill level from high to low is as follows: Level 4 (Very Creative), Level 3 (Creative), Level 2 (Quite Creative), Level 1 (Almost Not Creative), and Level 0 (Not Creative). Table 1 shows leveling of creative thinking.

Level

Characteristic of creative thinking level

Level 4 (Very Creative)

Students satisfied all components of creative thinking or only flexibility and novelty in solving and posing problems.

Level 3 (Creative)

Students were fluent, and then they were flexible or demonstrated novelty, but not both in solving and posing problems.

Level 2 (Quite Creative)

Students were able to show flexibility and novelty in solving and posing problems without fluency.

Level 1 (Almost Not Creative)

Students were able to show fluency without novelty and flexibility in solving and posing problems.

Level 0 (Not Creative)

Students were not able to show any components of creativity.

Table 1. Leveling of Creative Thinking

3. Method

3.1 Research Design

This study used a quasi-experimental research design. This study consists of two groups: the experimental and control groups. The experimental group is the student group that learned computer assembly through Augmented Reality as learning media. The control group is the student group that learned computer assembly through PowerPoint as a learning media.

3.2. Participants

The participants of this study consisted of 60 students of class X at Vocational High School Surabaya-Indonesia. Furthermore, the 60 students were divided into 2 groups: the control class composed of 30 students, and the experimental class composed of 30 students. The experimental class was taught using Augmented Reality, and the control class was taught using PowerPoint. The learning model used in this research is Problem-Based Learning. Figure 1 shows the Augmented Reality for learning computer assembly.

 

Figure 1. Augmented Reality for learning computer assembly

3.3. Data Collection Tools

3.2.1. Instrument Validity and Reliability

In this study, regarding the validity of the instruments for face validity evidence, we used three experts to check whether the statements in the instrument are clear and appropriate. Some revisions were done to the instrument based on the experts’ comments. Furthermore, a group of 30 students had been employed as participants to measure the instrument’s reliability. Those students did not participate in the final study.

3.2.2. Cognitive Learning Outcomes Test Instrument

The instrument used to measure cognitive learning outcomes is a test question consisting of 40 multiple‑choice questions. Cognitive learning outcomes are scores of students’ abilities in terms of intellectual capability, which means knowledge, knowing, or thinking. According to the syllabus, these items include essential competencies which explain the computer installation procedure. The validation results from three validators have a mean value of > 80% (very valid). The validation steps of the three validators can be seen in Table 2 and Table 3. Table 2 shows an example of cognitive test validation on question number 1. Table 3 shows the recapitulation of cognitive test validation.

Question Number

1

Validator

V1

V2

V3

 

Assessment Indicators

 

 

 

A

Learning material

 

 

 

1

Following the indicators for the preparation of the questions.

4

4

5

2

The material question is under the composition (urgency, relevance, continuity, applicable).

4

4

5

3

Homogeneous and logical answer choices.

4

4

4

4

There is only one answer.

5

5

5

B

Construction

 

 

 

1

The subject matter is formulated briefly, clearly, and

assertive.

4

5

5

2

The main questions and answer choices are statements that are needed only.

5

5

5

3

The subject matter does not provide an answer key clue.

4

5

5

4

The subject matter is free from statements that are

double negative.

4

5

5

5

The answer choices are homogeneous and logical in terms of learning materials.

4

5

5

6

Images, graphs, tables, and diagrams, are well-viewed and functional.

5

5

5

7

The length of the answer choices is relatively the same.

4

4

4

8

The answer choices do not use the statement “All the answers above are right or wrong” and the like.

5

5

5

9

Item questions do not depend on the answer to the previous question.

5

5

5

C

Language and Culture

 

 

 

1

The item questions use Indonesian language rules properly and correctly.

4

4

5

2

Use communicative language.

4

5

5

3

Do not use the local language.

5

5

5

4

The answer choices do not repeat the same word or group of words unless it is a unified understanding.

5

5

5

5

The question sentence does not copy a reading text.

4

4

5

6

The sentence in the subject matter does not offend a person’s personality, ethnicity, race, and religion.

5

5

5

 

Sum

84

89

93

 

Total sum

266

 

Percentage (%)

266/(19*5*3) *100=

266/285*100= 93

 

Category

Very Valid

Table 2. An example of cognitive test validation on question number 1

No

V1

V2

V3

Total

Percentage (%)

Category

1

84

89

93

266

93

Very Valid

2

90

90

92

272

95

Very Valid

3

80

84

87

251

88

Very Valid

4

77

82

85

240

86

Very Valid

5

90

93

93

277

97

Very Valid

6

84

89

91

264

93

Very Valid

7

78

83

88

246

87

Very Valid

8

80

83

86

249

87

Very Valid

9

78

81

84

243

85

Very Valid

10

78

80

82

240

84

Very Valid

11

83

84

88

255

89

Very Valid

12

78

83

83

244

86

Very Valid

13

80

81

83

244

86

Very Valid

14

82

86

86

254

89

Very Valid

15

74

75

76

225

79

Valid

16

84

84

84

252

88

Very Valid

17

87

88

88

262

92

Very Valid

18

84

85

85

254

89

Very Valid

19

76

77

75

228

80

Valid

20

87

88

88

263

92

Very Valid

21

84

84

84

252

88

Very Valid

22

87

87

87

261

92

Very Valid

23

84

84

84

252

88

Very Valid

24

87

88

88

263

92

Very Valid

25

84

84

84

252

88

Very Valid

26

85

86

89

260

91

Very Valid

27

87

88

88

263

92

Very Valid

28

82

82

82

246

86

Very Valid

29

84

84

84

252

88

Very Valid

30

71

81

81

233

82

Very Valid

31

80

89

91

260

91

Very Valid

32

83

87

87

257

90

Very Valid

33

81

85

85

251

88

Very Valid

34

81

84

84

249

87

Very Valid

35

74

79

79

232

81

Very Valid

36

82

81

83

246

86

Very Valid

37

81

83

83

247

87

Very Valid

38

76

77

75

228

80

Valid

39

79

81

81

241

85

Very Valid

40

82

83

83

248

87

Very Valid

 

 

 

 

Average Overall

87.85

Very Valid

Table 3. Cognitive test validation recapitulation

The results of running SPSS show that 30 students have filled in all and gave valid results, as shown in Table 4.

The Cronbach’s alpha reliability was 0.713 for the overall scale, ranging from 0.645 to 0.714 for the subscales. Table 5 shows that all 40 question items are reliable because of Cronbach’s Alpha (0.713) > 0.6.

 

 

N

%

Cases

Valid

30

100.0

Excluded

0

.0

Total

30

100.0

Table 4. Case Processing Summary for Cognitive Test Items

Cronbach’s Alpha

N of Items

0.713

40

Table 5. Reliability Statistics for Cognitive Test Items

3.3.3. Psychomotor Learning Outcomes Test Instrument

Psychomotor learning outcomes are scores of students’ abilities in performing physical activities. Psychomotor learning outcomes were measured using observation sheets or psychomotor observations. The validation results from 3 validators were worth 89% (very valid). The running SPSS shows that 30 students have filled in all and gave valid results, as shown in Table 6.

Table 7 shows the indicators of the psychomotor assessment consisting of 12 items and the results of running SPSS for the validity of the psychomotor assessment. The validity results show that all items are valid because of the value of rcount> rtable (0.361). Table 8 shows that all 12 question items are reliable because of Cronbach’s Alpha (0.643) > 0.6.

Table 9 shows an example of an observation instrument of psychomotor performance assessment for indicator number four, namely installing the memory module

 

N

%

Cases

Valid

30

100.0

Excluded

0

.0

Total

30

100.0

Table 6. Case Processing Summary for PsychomotorAssessment Items

No

Indicators of psychomotor Assessment

rcount

rtable

Validity

1

Preparing tools and materials for component assembly motherboards.

0.629

0.361

valid

2

Installing the chip and socket processor.

0.652

0.361

valid

3

Installing the heatsink.

0.648

0.361

valid

4

Installing the memory module.

0.591

0.361

valid

5

Installing the motherboard on the case.

0.621

0.361

valid

6

Installing the power supply.

0.622

0.361

valid

7

Installing connector cables such as LEDs, internal speakers, mouse, keyboard, and ports on the computer case.

0.574

0.361

valid

8

Connecting the IDE cable connector to the drive and connector.

0.625

0.361

valid

9

Installing the adapter card in the motherboard slot.

0.625

0.361

valid

10

Checking all installed components properly.

0.625

0.361

valid

11

Testing performance of all PC hardware.

0.627

0.361

valid

12

Handling problems with computer assembly results.

0.625

0.361

valid

Table 7. Indicators and Validity of PsychomotorAssessment

Cronbach’s Alpha

N of Items

0.643

12

Table 8. Reliability Statistics for Psychomotor Test Item

No

Psychomotor Task Details

Maximum Score

Teacher Assessment Score

1

To prepare the tools and materials needed

25

 

2

To connect the tools and materials as shown in Figure 2 of the student worksheet.

25

 

3

To check whether the RAM is installed correctly

25

 

4

To operate the circuit according to the procedures written in the student worksheet.

25

 

 

Score Total

100

 

Table 9. Psychomotor Performance Assessment for Installing Memory Module

3.3.4. Creative Thinking Test Instrument

The creative thinking test instrument used refers to the Scientific Structure Creativity Model (SSCM) developed by Hu and Adey (2002). The assessment of creativity level is measured after the entire learning process has been completed. Table 10 shows the results of running SPSS. It shows that 30 students have filled in all and gave valid results.

Table 11 shows reliability statistics for creativity assessment items. It shows that all 7 question items are reliable because the score of Cronbach’s Alpha is 0.876 > 0.6.

 

N

%

Cases

Valid

30

100.0

Excluded

0

0.0

Total

30

100.0

Table 10. Case Processing Summary for Creativity Assessment Items

Cronbach’s Alpha

N of Items

0.876

7

Table 11. Reliability Statistics for Creative Thinking Assessment Items

Table 12 shows the validity of the creative thinking assessment. It shows the indicators of the creativity assessment consisting of 7 items and the results of running SPSS for the validity of the creative thinking assessment. The validity results show that all items are valid because of the value of rcount > rtable (0.361).

Table 13 shows the rubric of creative thinking test questions. This rubric refers to the indicators from the Torrance Test of Creative Thinking (TTCT) and also adapts from Hu and Adey (2002). This rubric consists of seven questions that measure fluency, flexibility, originality, problem-finding, product development, problem-solving, scientific experiments, and product design.

No

Indicators of Creative Thinking Assessment

rcount

rtable

Validity

1

Write down as many tools that function as input media!

0.618

0.361

valid

2

Suppose a school requires a computer to introduction to computer practice and information and communication technology practice. Write down the sequence of steps in compiling a minimum PC specification that can meet these needs!

0.833

0.361

valid

3

Write down as many ways as possible to fix the hardware condition on a computer that will not turn on!

0.803

0.361

valid

4

Write down as many problems and causes as possible! If the computer assembled by the student does not turn on?

0.618

0.361

valid

5

Write down and explain as many methods as possible that can be used if an error occurs plugging the components used to assemble the computer!

0.803

0.361

valid

6

How to find out which technology is the safest for most users using two different peripheral technologies! Write down as many methods, instruments, principles, and simple procedures as possible!

0.833

0.361

valid

7

PC components or peripherals are provided. Assemble the components /peripherals so that they can function as a PC!

0.803

0.361

valid

Table 12. Validity of Creative Thinking Assessment

Question Number

Question Items Description

Assessment

1-4

Unusual use, problem finding, development

product, scientific imagination.

Fluency:

1 point for each answer.

Flexibility:

1 point for each answer.

Originality:

< 5% = 2 points

5% - 10% = 1 point

> 10% = 0 points

5

Problem Finding

Fluency and Originality

< 5% = 3 points

5% - 10% = 2 points

> 10% = 1 point

Maximum points = 9 (1 method)

6

Scientific experiment

a. Instrument = 3

b. Principle = 3

c. Procedure = 3

Point 18 (2 methods)

7

Product design

Originality:

< 5% = 4 points

5% - 10% = 2 points

> 10% = 1 point

Each function = 3 points

Table 13. The rubric of Creative Thinking Test Questions

3.4. Data Analysis

The MANOVA method was used for data analysis. The MANOVA can analyze the relationship between the response variable vectors, influenced by several treatments. If Y is the dependent variable and X is the independent variable, then the MANOVA modeling of this study is as follows:

Y1 + Y2 = X1 + X2

Ycognitive+ Ypsychomotor = Xmedia + Xcreative

Where:

Learning Media (X1)

  • Media = 1: Augmented Reality 

  • Media = 2: PowerPoint  

Creativity Thinking Level (X2)

  • Creative = 0: Not Creative 

  • Creative = 1: Less Creative 

  • Creative = 2: Fair Creative 

  • Creative = 3: Creative 

  • Creative = 4: Very Creative 

Domain Learning Outcome (Y1)

  • Cognitive = Cognitive Learning Outcome 

Domain Learning Outcome (Y2)

  • Psychomotor = Psychomotor Learning Outcome 

4. Result

4.1. Development of Academic Achievement

The independent variables of this study consisted of learning media and creative thinking levels. These independent variables are categorical. Learning media has two categories there are category 1 for Augmented Reality and category 2 for PowerPoint. Each of these learning media is applied to 30 students as participants. Furthermore, the testing results of measuring students’ creative thinking levels can classify three category levels from 5 category levels for creative thinking. The level categories are level 4 for a very creative category with five students, level 3 for a creative category with 40 students, and level 2 for a fair creative category with 15 students. Table 14 shows the dependent variable and its level categories.

 

Value Label

N

Learning Media

1

2

Augmented Reality

PowerPoint Slide

30

30

Creative Thinking Level

2

3

4

Fair creative

Creative

Very Creative

15

40

5

Table 14. Dependent variables and their level categories

The processing of research data into descriptive statistics is shown in Table 15. Table 15 shows that students who apply Augmented Reality have a total average cognitive learning outcome of 82.0167. Meanwhile, the total average cognitive learning outcome for students who use PowerPoint is 75.8167. It can know that the Creative Thinking Level for Augmented Reality consists of two levels, namely Creative (level 3) composed of 25 students, and the Very Creative (level 4) composed of 5 students. Moreover, the Creative Thinking Level for PowerPoint consists of two levels: Fair Creative (level 2), composed of 15 students, and Creative (level 4), composed of 15 students.

Table 15 also shows that students who use Augmented Reality have a total average psychomotor learning outcome of 87.1533. Furthermore, the average total psychomotor learning outcome for students who use PowerPoint is 84.6067. Table 15 shows the Creative Thinking Level for Augmented Reality: Level 3 (Creative) consists of 25 students and level 4 (Very Creative) consists of 5 students. Moreover, the Creative Thinking Level for PowerPoint consists of two levels: level 2 (Fair Creative), which consists of 15 students, and level 4 (Creative), which consists of 15 students. The differences in levels of creative thinking between the two learning groups show quite different results. The creativity level of Augmented Reality media on both learning outcomes (cognitive and psychomotor) showed better results than the creativity level of PowerPoint media on both learning outcomes (cognitive and psychomotor). In Augmented Reality media, the level of creativity achieved is at level 3 and level 4, while in PowerPoint media, the creativity level is shown at level 2 and level 3. The research results show that students who use Augmented Reality have a higher level of creative thinking compared with students who use PowerPoint.

 

Learning Media

Creative Thinking Level

Mean

Std. Deviation

N

Cognitive Learning Outcome

Augmented Reality

Creative

81.0680

5.34125

25

Very Creative

86.7600

5.85560

5

Total

82.0167

5.74409

30

PowerPoint Slide

Fair creative

75.6200

5.04214

15

Creative

76.0133

6.10537

15

Total

75.8167

5.50530

30

Total

Fair creative

75.6200

5.04214

15

Creative

79.1725

6.08925

40

Very Creative

86.7600

5.85560

5

Total

78.9167

6.39436

60

Psychomotor Learning Outcome

Augmented Reality

Creative

87.8120

4.13454

25

Very Creative

83.8600

2.97035

5

Total

87.1533

4.19620

30

PowerPoint Slide

Fair creative

82.9600

4.21151

15

Creative

86.2533

3.97903

15

Total

84.6067

4.36016

30

Total

Fair creative

82.9600

4.21151

15

Creative

87.2275

4.09722

40

Very Creative

83.8600

2.97035

5

Total

85.8800

4.43261

60

Table 15. Descriptive Statistics

4.2. Multivariate Analysis Result

Before calculating MANOVA, it is necessary to test variance, which is carried out in two stages: 1). The variance of each dependent variable; 2). Variance test of population Overall. The first stage is used to test the following hypotheses: H0 = the two population variances are identical, H1 = the two population variances are not identical. Testing is carried out using the Levene test, as shown in Table 16. The test results show that the probability value of the two variances of each dependent variable is more significant than 0.05. Therefore, H0 is accepted; that is, the two population variances are identical.

Then in the second stage, namely the overall population variance test. This stage is used to test the following hypotheses: H0 = the variance/covariance matrix of the dependent variable in the groups is the same, H1 = the variance/covariance matrix of the dependent variable in the groups is not the same.

Testing at this stage is carried out using Box’s M. Table 17 shows that the probability value of Box’s M is 0.670. Because the probability value is more significant than 0.05, H0 is accepted, and variance/covariance is the same. Therefore next step can continue the MANOVA process.

 

F

df1

df2

Sig.

Cognitive Learning Outcome

0.493

3

56

0.689

Psychomotor Learning Outcome

0.245

3

56

0.865

Table 16. Levene’s Test of Equality of Error Variances

Box’s M

F

df1

df2

Sig.

7.470

0.742

9

1716.181

0.670

Table 17. Box’s Test of Equality of Covariance Matrices

Effect

Value

F

Hypothesis df

Error df

Sig.

Partial Eta Squared

Noncent. Parameter

Observed Power

Intercept

0.003

10585.251

2.000

55.000

0.000

0.997

21170.503

1.000

Learning_Media

0.864

4.338

2.000

55.000

0.018

0.136

8.676

0.730

Creative_Thinking

0.794

3.369

4.000

110.000

0.012

0.109

13.475

0.834

Learning_Media* Creative_Thinking

1.000

.

0.000

55.500

.

.

.

.

Table 18. Multivariate Tests with Wilks’ Lambda

Table 18 shows that running SPSS supplies us with the impact of the MANOVA for evaluating the null hypothesis. This multivariate test uses the Wilk Lambda type, so on Learning Media, it can be seen that the significant number is 0.018, and the significant number of Creative Thinking is 0.012. The two significant values are below 0.05, so the multivariate test showed that each Independent Variable (Learning Media and Creative Thinking affected the Dependent Variable (Cognitive Learning Outcomes and Psychomotor Learning Outcomes).

The corrected model shows that the effect of all independent variables (learning media and Creative thinking) and the dependent variables (Cognitive and Psychomotor Learning Outcomes) are significant. Because of the significance value (sig) < 0.05, the model can be said to be valid. Meanwhile, the Intercept shows that the change in the value of the dependent variable (cognitive learning outcome and psychomotor learning outcome) without being influenced by the presence of the independent variable (learning media and creative thinking) is significant. It means that without the influence of the independent variable, the dependent variable can change its value. It is because of the significance value (sig) < 0.05. Table 19 shows that learning media significantly influences cognitive learning outcomes because the probability value is 0.007 or less than 0.05. While learning media does not have a significant effect on psychomotor learning outcomes because the probability value is 0.243 or greater than the value of 0.05. Table 19 shows that Creative thinking significantly influences psychomotor learning outcomes because the probability value is 0.016 or less than 0.05. At the same time, creative thinking does not significantly affect cognitive learning outcomes because the probability value is 0.116 or greater than the value of 0.05.

Source

Dependent Variable

Type III Sum of Squares

df

Mean Square

F

Sig.

Partial Eta Squared

Noncent. Parameter

Observed Power

Corrected Model

Cognitive Learning Outcome

712.756a

3

237.585

7.828

.000

.295

23.484

.985

Psychomotor Learning Outcome

243.704b

3

81.235

4.969

.004

.210

14.907

.894

Intercept

Cognitive Learning Outcome

227153.053

1

227153.053

7484.328

.000

.993

7484.328

1.000

Psychomotor Learning Outcome

254754.523

1

254754.523

15582.478

.000

.996

15582.478

1.000

Learning_Media

Cognitive Learning Outcome

239.528

1

239.528

7.892

.007

.124

7.892

.788

Psychomotor Learning Outcome

22.776

1

22.776

1.393

.243

.024

1.393

.213

Creative_Thinking

Cognitive Learning Outcome

136.156

2

68.078

2.243

.116

.074

4.486

.438

Psychomotor Learning Outcome

146.422

2

73.211

4.478

.016

.138

8.956

.744

Learning_Media * Creative_Thinking

Cognitive Learning Outcome

.000

0

 

 

 

.000

.000

 

Psychomotor Learning Outcome

.000

0

 

 

 

.000

.000

 

Error

Cognitive Learning Outcome

1699.628

56

30.350

 

 

 

 

 

Psychomotor Learning Outcome

915.532

56

16.349

 

 

 

 

 

Total

Cognitive Learning Outcome

376082.800

60

 

 

 

 

 

 

Psychomotor Learning Outcome

443681.700

60

 

 

 

 

 

 

Corrected Total

Cognitive Learning Outcome

2412.383

59

 

 

 

 

 

 

Psychomotor Learning Outcome

1159.236

59

 

 

 

 

 

 

Table 19. Tests of between-subjects effect

5. Discussion

Augmented Reality provides more significant cognitive learning outcomes than PowerPoint. Augmented Reality has attractiveness and can involve students directly in learning. Augmented Reality supports being used in scientific learning and is practiced directly. This is in line with research by Weng, Otanga, Christianto and Chu (2020) state that Augmented Reality media can improve students’ learning outcomes on the cognitive understanding of biology subject matter. The attractiveness and interactivity factors of Augmented Reality become an attraction for students in studying a learning material for an enhanced learning system. Augmented Reality can conduct experiments in the laboratory and also interactively investigate kinds of scientific phenomena (Jiang, Tatar, Huang, Sung & Xie, 2021). Teng, Chen and Chen (2018) state that Augmented Reality can improve learning efficiency for students in learning computer programming. Also supported by Chen (2019), Augmented Reality media is a valuable instructional tool in enhancing factors such as higher confidence, satisfaction, and lower anxiety because it provides users with usefulness, playfulness, ease of use, and engaging visual experiences. The ease of Augmented Reality as a learning medium can also increase student motivation to affect their learning outcomes (Tomara & Gouscos, 2019).

Several studies state that creative thinking affects cognitive learning outcomes. As shown by Yang and Zhao (2021) state that creative thinking influences cognitive learning outcomes and affects students’ self‑esteem and controls internal locus and cognitive learning outcomes. Also supported by Akpur (2020) states that creative thinking has a positive and significant way toward predicted academic achievement positively and significantly.

However, some studies support this research, stating that creative thinking significantly affects psychomotor learning outcomes. Research on the engineering design creativity of eighth-grade students shows that creative thinking has positive correlations with psychomotor skills (Huang et al., 2020). The study by Arpan, Sulistiyarini and Santoso (2016) related to web programming points out that creativity has a positive and significant effect on students’ psychomotor abilities. Also supported by Honzíková and Krotký (2017) state that the output of creative products that are advantageous community is on psychomotor skills.

6. Conclusions

The research implications on computer assembly materials for vocational students show that the average cognitive learning outcomes of students who use Augmented Reality media are higher than those who use Power Point media. Similarly, the average psychomotor learning outcomes of students who use AR media are higher than students who use Power Point media. The results of statistical calculations using MANOVA show that the use of learning media only significantly affects cognitive learning outcomes and has no significant effect on psychomotor learning outcomes. Furthermore, the results of the MANOVA calculation also show that creative thinking only has a significant effect on psychomotor learning outcomes and has no significant effect on cognitive learning outcomes. The research limitation is that the level of creative thinking is not involved in the intervention. The level of creative thinking is only measured after the learning process. Further research will engage the level of creative thinking as an intervention in the learning process.

Declaration of Conflicting Interests

The authors declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.

Funding

The authors received no financial support for the research, authorship, and/or publication of this article.

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