<mods:mods version="3.3" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-3.xsd" xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><mods:titleInfo><mods:title>PENGEMBANGAN APLIKASI PEMBELAJARAN BERBASIS AUGMENTED REALITY INTERAKTIF PADA MATERI GELOMBANG MEKANIK UNTUK MENINGKATKAN PEMAHAMAN KONSEP BERBASIS SPASIAL PESERTA DIDIK</mods:title></mods:titleInfo><mods:name type="personal"><mods:namePart type="given">NIM.: 22104050032</mods:namePart><mods:namePart type="family">Hauriyatul Illiyyin</mods:namePart><mods:role><mods:roleTerm type="text">author</mods:roleTerm></mods:role></mods:name><mods:abstract>Mechanical waves are an abstract topic in physics that requires spatial ability&#13;
to construct mental representations of the concepts being learned. However, the&#13;
learning media currently used are not able to provide concrete and interactive spatial&#13;
representations, resulting in suboptimal conceptual understanding among students.&#13;
Therefore, this study aimed to develop an augmented reality -based learning&#13;
application for mechanical waves, determine the quality of the product based on expert&#13;
evaluation, and describe changes in students' spatial-based conceptual understanding&#13;
after using the developed application.&#13;
This study employed a Research and Development (R&amp;D) approach using the&#13;
ADDIE development model. The developed product was an augmented reality-based&#13;
learning application. The research instruments consisted of validation sheets, product&#13;
quality assessment sheets, and pretest and posttest questions. Product evaluation was&#13;
conducted by two subject-matter experts and two media experts, while the limited trial&#13;
involved 30 eleventh-grade students of MA Tahfidz El-Muna Q Bantul. The data were&#13;
analyzed descriptively using validation scores, product quality assessment scores, and&#13;
the N-Gain score.&#13;
The results showed that the research instruments achieved a validity score of&#13;
0.90, indicating that they were valid. Expert evaluation indicated that the application&#13;
obtained an average score of 3.62, which was categorized as very good. The limited&#13;
trial showed that the average pretest score increased from 54 to 96 on the posttest, with&#13;
an N-Gain score of 0.91 (high category). These findings indicate that the developed&#13;
augmented reality-based learning application is of very good quality, is suitable for use&#13;
as a learning medium, and has the potential to facilitate students' spatial-based&#13;
conceptual understanding.</mods:abstract><mods:classification authority="lcc">371.33 Media Pembelajaran</mods:classification><mods:originInfo><mods:dateIssued encoding="iso8061">2026-07-08</mods:dateIssued></mods:originInfo><mods:originInfo><mods:publisher>UIN SUNAN KALIJAGA YOGYAKARTA;FAKULTAS ILMU TARBIYAH DAN KEGURUAN</mods:publisher></mods:originInfo><mods:genre>Thesis</mods:genre></mods:mods>