Enhancing Critical Thinking Through Augmented Reality-Based Nervous System E-Modules
Main Article Content
Abstract
This study aims to develop an integrated nervous system e-module using Augmented Reality and to analyze its feasibility and effectiveness in improving the critical thinking skills of 11th-grade students. This study was primarily motivated by findings indicating deficiencies in students’ analytical reasoning skills in science, with a specific focus on biology. This study employed the Research and Development method using the ADDIE model, which includes the Analysis, Design, Development, Implementation, and Evaluation stages. The study subjects consisted of 34 11th-grade students. The effectiveness test was conducted using a one-group pretest-posttest design. Critical thinking skills were measured using Ennis’s indicators. The research results show that the e-module developed met very high feasible criteria based on evaluations by experts and practitioners, including 1 media expert, 1 content expert, and 15 teachers. Calculation results show that the CVI score falls into the “very good” category. Achieving a score so close to perfection proves that the integration of Augmented Reality technology into the science module has been presented accurately, systematically, and in accordance with applicable language and graphic standards. The results of the e-module’s implementation proved effective in enhancing students’ critical thinking skills, as evidenced by an increase in the average score from the pretest to the posttest with an N-gain in the moderate category, where the greatest progress occurred in the “Advanced Clarification” and “Basic Support” indicators. The decrease in the standard deviation (SD) indicates that this e-module can reduce gaps in students’ understanding. Thus, this e-module is effective and suitable for use in enhancing students’ critical thinking skills.
Article Details

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
Almanasreh, E., Moles, R., & Chen, T. F. (2019). Evaluation of methods used for estimating content validity. Research in social and administrative pharmacy, 15(2), 214-221. https://doi.org/10.1016/j.sapharm.2018.03.066
Aydoğdu, F., & Kelpšienė, M. (2021). Uses of augmented reality in preschool education. International Technology and Education Journal, 5(1), 11–20. https://izlik.org/JA35PN98CL
Byukusenge, C., Nsanganwimana, F., & Tarmo, A. (2022). Enhancing students’ understanding of nerve cells’ structures and their symbiotic functioning by using technology-enhanced instruction incorporating virtual labs and animations. Journal of Science Education and Technology, 32(1), 1–17. https://doi.org/10.1007/s10956-022-10002-3
Creswell, J. W., & Creswell, J. D. (2017). Research design: Qualitative, quantitative, and mixed methods approaches. Sage publications.
Ditasona, C., Pratama, B., & Purba, S. C. (2026). Development of an augmented reality-enhanced interactive e-module on the polyhedron topic to maximize learning styles. RANGE: Jurnal Pendidikan Matematika, 8(1), 135-155. https://doi.org/10.32938/jpm.v8i1.10135
Efendi, Y., Muzawi, R., Rio, U., & Lusiana, L. (2021). Aplikasi 3D VR class sebagai inovasi media pembelajaran ditengah pandemik. Jurnal Teknologi dan Sistem Informasi Bisnis, 3(2), 419–424. https://doi.org/10.47233/jteksis.v3i2.304
Etyarisky, V., & Marsigit, M. (2022). The effectiveness of interactive learning multimedia with a contextual approach to student’s understanding mathematical concepts. Al-Ishlah: Jurnal Pendidikan, 14(3), 3101-3110. https://doi.org/10.35445/alishlah.v14i3.941
Fitrio, B. D., & Merliza, P. (2023). Pengembangan bahan ajar e-modul matematika interaktif dengan pendekatan kontekstual untuk siswa kelas VIII SMP. Suska Journal of Mathematics Education, 9(2), 121–134. https://doi.org/10.24014/sjme.v9i2.18071
Fitriyah, H., Lestari, N. A., & Budiarto, E. (2023). Validitas modul ajar berbasis inquiry learning terintegrasi pendidikan lingkungan terkait perubahan iklim untuk meningkatkan kemampuan berpikir kreatif. Jurnal Ilmu Pendidikan dan Pembelajaran, 2(1), 17–28. https://doi.org/10.58706/jipp.v2n1.p17-28
Gunawan, M. A., Fitri, A., & Murodah, N. (2024). Develompment of an e-module for educational evaluation course with a problem based learning framework. Edukasia Islamika, 9(1), 132-144. https://doi.org/10.28918/jei.v9i1.7242
Handayani, Y., Akib, E., & Quaraisy, H. (2024). The effect of application of problem based learning model on critical thinking ability students in learning IPS. Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda), 7(2), 50-59. https://doi.org/10.55215/jppguseda.v7i2.8585
Jibril, J., & Çakır, H. (2023). Students’ opinions on the usage of mobile augmented reality application in health education. Journal of Learning and Teaching in Digital Age, 8(1), 10–24. https://doi.org/10.53850/joltida.1076286
Joshi, A. S. (2026). Transforming learning experiences: A case study of integrating contextual teaching and learning (CTL) in the physics course within a bachelor of technology program. Journal of Engineering Education Transformations, 86-97. https://doi.org/10.16920/jeet/2026/v39i3/26083
Larson, B. Z., Moser, C., Caza, A., Muehlfeld, K., & Colombo, L. A. (2024). Critical thinking in the age of generative AI. Academy of Management Learning & Education, 23(3), 373-378. https://doi.org/10.5465/amle.2024.0338
Latifah, N., Ashari, A., & Kurniawan, E. S. (2020). Pengembangan e-modul fisika untuk meningkatkan kemampuan berpikir kritis peserta didik. Jurnal Inovasi Pendidikan Sains (JIPS), 1(1), 1–7. https://doi.org/10.37729/jips.v1i1.570
Listiadi, A. (2026). Model of contextual learning media in understanding the knowledge and skills of learners. TOJET: The Turkish Online Journal of Educational Technology, 25(3). https://www.tojet.net/articles/v25i3/2534.pdf
Marini, A., Muawanah, U., & Marfu, A. (2026). Enhancing critical thinking through problem-based learning: The role of student engagement and technology for education sustainability in Indonesia. Sustainable Futures, 11, 101846. https://doi.org/10.1016/j.sftr.2026.101846
Marjana, R., Samsudin, A., Saepuzaman, D., & Rusdiana, D. (2026). Misconception in physics learning: A systematic review of the research trend, misconception profile, diagnosis, and remediation strategies. Jurnal Pendidikan Fisika, 14(1), 240-262. https://doi.org/10.26618/7wdrxx78
Maulita, P. P., Hidayat, O. S., & Hasanah, U. (2023). Analisis kebutuhan e-modul berbasis project based learning (PjBL) pada pembelajaran IPA untuk meningkatkan kemampuan berpikir kritis siswa kelas V sekolah dasar. Kompetensi, 16(1), 168–175. https://doi.org/10.36277/kompetensi.v16i1.135
Meirani, M., Nofriansyah, N., Badeni, B., Juarsa, O., Kristiawan, M., Risdianto, E., & Ugli, Y. K. B. (2026). Problem-based learning e-modules to improve students' 21st-century skills: A systematic literature review. Jurnal Pemberdayaan Masyarakat, 5(1), 1-10. https://doi.org/10.46843/jpm.v5i1.640
Patmaniar, P., Jumarniati, J., Hardiana, H., Taufiq, T., & Baharuddin, M. R. (2024). Pengembangan modul ajar digital berbasis augmented reality terintegrasi profil pelajar Pancasila. Jurnal Riset dan Inovasi Pembelajaran, 4(3), 2056–2071. https://doi.org/10.51574/jrip.v4i3.2134
Permanasari, A. (2016). STEM education: Innovation in science learning. In National Seminar on Science Education: "Improving Science Learning Quality and Teacher Competencies Through Research & Development to Face 21st-Century Challenges" 23–34. Universitas Sebelas Maret.
Prasetya, S. P., Hidayati, A., Khamid, A., Lailiyah, F., & Prastiyono, H. P. (2026). The use of three-dimensional media in the shape of the Earth’s surface to optimize the knowledge of blind students in social science subjects. British Journal of Visual Impairment, 44(1), 85-96. https://doi.org/10.1177/02646196241301052
Qorimah, E. N., & Sutama, S. (2022). Studi literatur: Media augmented reality (AR) terhadap hasil belajar kognitif. Jurnal Basicedu, 6(2), 2055–2060. https://doi.org/10.31004/basicedu.v6i2.2348
Rahmani, Z., & Hikmawan, R. (2025). Pengembangan e-modul interaktif pada mata pelajaran matematika untuk meningkatkan kemampuan berpikir kritis siswa sekolah dasar. Didaktika: Jurnal Kependidikan, 14(1), 743–756. https://doi.org/10.58230/27454312.2000
Rahmaningtyas, I., & Haryadi, P. (2022). Perbedaan minat baca buku elektronik (e-book) dan buku konvensional pada era globalisasi di kalangan mahasiswa prodi kebidanan Kediri Poltekkes Kemenkes Malang. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 5(6), 1827–1832. https://doi.org/10.54371/jiip.v5i6.643
Ramdani, A., Jufri, A. W., Jamaluddin, J., & Setiadi, D. (2020). Kemampuan berpikir kritis dan penguasaan konsep dasar IPA peserta didik. Jurnal Penelitian Pendidikan IPA, 6(1), 119–124. https://doi.org/10.29303/jppipa.v6i1.388
Rayanto, Y. H., & Sugianti. (2020). Penelitian pengembangan model ADDIE dan R2D2: Teori & praktek. Lembaga Academic & Research Institute.
Resbiantoro, G., & Setiani, R. (2022). A review of misconception in physics: The diagnosis, causes, and remediation. Journal of Turkish Science Education, 19(2), 403-427. https://www.tused.org/index.php/tused/article/view/924
Sari, T. P., Patras, Y. E., Jaenudin, D., & Shahbaz, M. S. (2026). Developing a problem-based digital module to enhance elementary students’ critical thinking skills. Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda), 9(1), 34-46. https://doi.org/10.55215/jppguseda.v9i1.35
Sriwahyuni, N. (2026). The potential and limitations of augmented reality and virtual reality in enhancing conceptual understanding. Islamic Studies and Education Journal, 2(1), 47-60. https://doi.org/10.67467/isej.v1i2.120
Supena, I., Darmuki, A., & Hariyadi, A. (2021). The influence of 4C (constructive, critical, creativity, collaborative) learning model on students’ learning outcomes. International Journal of Instruction, 14(3), 873–892. https://doi.org/10.29333/iji.2021.14351a
Supriono, N., & Rozi, F. (2018). Pengembangan media pembelajaran bentuk molekul kimia menggunakan augmented reality berbasis Android. JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika), 3(1), 53–61. https://doi.org/10.29100/jipi.v3i1.652
Syamsurizal, S., & Ardianti, R. (2021). Booklet sistem koordinasi sebagai suplemen bahan ajar biologi kelas XI SMA/MA. Journal for Lesson and Learning Studies, 4(3), 404–410. https://doi.org/10.23887/jlls.v4i3.38685
Trisnawati, W. W., & Sari, A. K. (2019). Integrasi keterampilan abad 21 dalam modul sociolinguistics: Keterampilan 4C (collaboration, communication, critical thinking, dan creativity). Jurnal Muara Pendidikan, 4(2), 455–466. https://doi.org/10.52060/mp.v4i2.179
Utami, A. R. (2024). Immersive technologies (AR/VR) in science education to enhance conceptual understanding, spatial thinking, and learning engagement. Scientica Education Journal, 1(4), 29-36. https://doi.org/10.62872/sej.v1i4.561
Yuliati, Y. (2017). Literasi sains dalam pembelajaran IPA. Jurnal Cakrawala Pendas, 3(2), 21–28. https://doi.org/10.31949/jcp.v3i2.592
Yuningsih, E., Retnowati, R., & Jaenudin, D. (2018). Pembelajaran berbasis masalah dengan mind map untuk meningkatkan penguasaan konsep dan keterampilan berpikir kreatif siswa SMP pada tema pencemaran lingkungan. Journal of Science Education and Practice, 2(2), 47–63. https://doi.org/10.33751/jsep.v2i2.1706