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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ETNOSAINS TERINTEGRASI VIRTUAL SIMULATION DAN AUGMENTED REALITY (ETNOVAR) UNTUK MENINGKATKAN KETERAMPILAN 4C

Lantanida Journal · Vol. 14 No. 1 (2026) · hlm. 80–99

DOI
10.22373/lj.v14i1.34793
ISSN
2548-9062, 2356-3133
Terbit
2026-06-30
Penerbit
UIN AR-RANIRY
Bahasa
eng
Lisensi
creativecommons.org/licenses/by-sa/4.0

Abstrak

Inggris

The 4C skills (Critical Thinking, Collaboration, Communication, Creativity) are essential for navigating Industrial Revolution 4.0 and digital transformation, distinguishing human intelligence from automation. The 4C skills can create a generation that is independent, innovative, and adaptive to rapid change. Despite their importance, development often remains suboptimal due to poorly facilitated learning. This study aims to enhance these skills by developing EtnoVAR, a virtual simulation integrated with Augmented Reality based on the ethnoscience of making peuyeum. Using the ADDIE (analysis, design, development, implementation, evaluate) method with 28 grade XI science students, the research involved rigorous expert validation and needs analysis. The feasibility test yielded a score of 95% (highly valid). Effectiveness testing via N-gain reached 0.92, indicating high effectiveness. Furthermore, questionnaires confirmed a substantial increase in students' 4C skills and high satisfaction levels. In conclusion, EtnoVAR is highly effective in improving 4C skills. Its strength lies in merging cutting-edge technology with local culture, transforming abstract concepts into an engaging, practical learning experience. This innovation ensures students remain independent, innovative, and adaptive to global challenges.

Bahasa Indonesia

The 4C skills (Critical Thinking, Collaboration, Communication, Creativity) are essential for navigating Industrial Revolution 4.0 and digital transformation, distinguishing human intelligence from automation. The 4C skills can create a generation that is independent, innovative, and adaptive to rapid change. Despite their importance, development often remains suboptimal due to poorly facilitated learning. This study aims to enhance these skills by developing EtnoVAR, a virtual simulation integrated with Augmented Reality based on the ethnoscience of making peuyeum. Using the ADDIE (analysis, design, development, implementation, evaluate) method with 28 grade XI science students, the research involved rigorous expert validation and needs analysis. The feasibility test yielded a score of 95% (highly valid). Effectiveness testing via N-gain reached 0.92, indicating high effectiveness. Furthermore, questionnaires confirmed a substantial increase in students' 4C skills and high satisfaction levels. In conclusion, EtnoVAR is highly effective in improving 4C skills. Its strength lies in merging cutting-edge technology with local culture, transforming abstract concepts into an engaging, practical learning experience. This innovation ensures students remain independent, innovative, and adaptive to global challenges.

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22 penulis · 54 tautan kepenulisan bersama · 2 lintas organisasi

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  • Indonesia University of Education
  • Universitas Islam Negeri Ar-Raniry
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  • Organisasi berbeda
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Rekan penulisOrganisasiArtikel bersama
Sri MulyaniIndonesia University of Education3
Tuszie WidhiyantiIndonesia University of Education3
Wahyu SopandiIndonesia University of Education2
Desi Aryanti NabuasaIndonesia University of Education2
Liliasari LiliasariIndonesia University of Education1
E. Nursa'adahAfiliasi tidak diketahui1
Muhammad Nurul HanaIndonesia University of Education1
R RiandiIndonesia University of Education1
Diana RochintaniawatiIndonesia University of Education1
Siti SriyatiIndonesia University of Education1
Nahadi NahadiIndonesia University of Education1
Dea Nabilah PutriIndonesia University of Education1
Sri Rochani MulyaniIndonesia University of Education1
Chusnur RahmiUniversitas Islam Negeri Ar-Raniry1
Galuh YulianiIndonesia University of Education1
Jihan Assyifa FatihahIndonesia University of Education1
Ghea OviliaIndonesia University of Education1
Sri MulyaniIndonesia University of Education1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://jurnal.ar-raniry.ac.id/index.php/lantanida/oai, pertama di-harvest 7 Nov 2026, terakhir terlihat 7 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ETNOSAINS TERINTEGRASI VIRTUAL SIMULATION DAN AUGMENTED REALITY (ETNOVAR) UNTUK MENINGKATKAN KETERAMPILAN 4C</dc:title>
	<dc:title xml:lang="id">PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ETNOSAINS TERINTEGRASI VIRTUAL SIMULATION DAN AUGMENTED REALITY (ETNOVAR) UNTUK MENINGKATKAN KETERAMPILAN 4C</dc:title>
	<dc:creator xml:lang="en">Fahada, Qaddara</dc:creator>
	<dc:creator xml:lang="en">Anugrah, Muhammad </dc:creator>
	<dc:creator xml:lang="en">Ezha, Sephianti Dwika </dc:creator>
	<dc:creator xml:lang="en">Wiji, Wiji</dc:creator>
	<dc:creator xml:lang="id">Fahada, Qaddara</dc:creator>
	<dc:creator xml:lang="id">Anugrah, Muhammad </dc:creator>
	<dc:creator xml:lang="id">Ezha, Sephianti Dwika </dc:creator>
	<dc:creator xml:lang="id">Wiji, Wiji</dc:creator>
	<dc:subject xml:lang="id">4C</dc:subject>
	<dc:subject xml:lang="id">augmented reality</dc:subject>
	<dc:subject xml:lang="id">ethnoscience</dc:subject>
	<dc:subject xml:lang="id">rate reaction</dc:subject>
	<dc:subject xml:lang="id">virtual simulation</dc:subject>
	<dc:subject xml:lang="id">4c</dc:subject>
	<dc:subject xml:lang="id">Augmented Reality</dc:subject>
	<dc:subject xml:lang="id">etnosains</dc:subject>
	<dc:subject xml:lang="id">virtual simulasi</dc:subject>
	<dc:subject xml:lang="id">laju reaksi</dc:subject>
	<dc:subject xml:lang="id">pendidikan kimia</dc:subject>
	<dc:subject xml:lang="en">4C</dc:subject>
	<dc:subject xml:lang="en">augmented reality</dc:subject>
	<dc:subject xml:lang="en">ethnoscience</dc:subject>
	<dc:subject xml:lang="en">rate of reaction</dc:subject>
	<dc:subject xml:lang="en">virtual simulation</dc:subject>
	<dc:description xml:lang="en">The 4C skills (Critical Thinking, Collaboration, Communication, Creativity) are essential for navigating Industrial Revolution 4.0 and digital transformation, distinguishing human intelligence from automation. The 4C skills can create a generation that is independent, innovative, and adaptive to rapid change. Despite their importance, development often remains suboptimal due to poorly facilitated learning. This study aims to enhance these skills by developing EtnoVAR, a virtual simulation integrated with Augmented Reality based on the ethnoscience of making peuyeum. Using the ADDIE (analysis, design, development, implementation, evaluate) method with 28 grade XI science students, the research involved rigorous expert validation and needs analysis. The feasibility test yielded a score of 95% (highly valid). Effectiveness testing via N-gain reached 0.92, indicating high effectiveness. Furthermore, questionnaires confirmed a substantial increase in students' 4C skills and high satisfaction levels. In conclusion, EtnoVAR is highly effective in improving 4C skills. Its strength lies in merging cutting-edge technology with local culture, transforming abstract concepts into an engaging, practical learning experience. This innovation ensures students remain independent, innovative, and adaptive to global challenges.</dc:description>
	<dc:description xml:lang="id">The 4C skills (Critical Thinking, Collaboration, Communication, Creativity) are essential for navigating Industrial Revolution 4.0 and digital transformation, distinguishing human intelligence from automation. The 4C skills can create a generation that is independent, innovative, and adaptive to rapid change. Despite their importance, development often remains suboptimal due to poorly facilitated learning. This study aims to enhance these skills by developing EtnoVAR, a virtual simulation integrated with Augmented Reality based on the ethnoscience of making peuyeum. Using the ADDIE (analysis, design, development, implementation, evaluate) method with 28 grade XI science students, the research involved rigorous expert validation and needs analysis. The feasibility test yielded a score of 95% (highly valid). Effectiveness testing via N-gain reached 0.92, indicating high effectiveness. Furthermore, questionnaires confirmed a substantial increase in students' 4C skills and high satisfaction levels. In conclusion, EtnoVAR is highly effective in improving 4C skills. Its strength lies in merging cutting-edge technology with local culture, transforming abstract concepts into an engaging, practical learning experience. This innovation ensures students remain independent, innovative, and adaptive to global challenges.</dc:description>
	<dc:publisher xml:lang="en">UIN AR-RANIRY</dc:publisher>
	<dc:date>2026-06-30</dc:date>
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	<dc:source xml:lang="en">Lantanida Journal; Vol. 14 No. 1 (2026): January-June 2026; 80-99</dc:source>
	<dc:source xml:lang="id">Lantanida Journal; Vol 14 No 1 (2026): January-June 2026; 80-99</dc:source>
	<dc:source>2548-9062</dc:source>
	<dc:source>2356-3133</dc:source>
	<dc:source>10.22373/</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.ar-raniry.ac.id/index.php/lantanida/article/view/34793/12907</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Qaddara Fahada, Muhammad  Anugrah, Sephianti Dwika  Ezha, Wiji Wiji</dc:rights>
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