Augmented Reality Supported by Deep-Learning-Oriented Pedagogy for Solar System Learning: Development and Preliminary Evaluation of Junior High School Students’ Creative Thinking
DOI:
https://doi.org/10.59698/kognisi.v4i1.625Keywords:
Augmented Reality, Creative Thinking, Deep Learning Pedagogy, Science Education, Solar System, ADDIEAbstract
Creative thinking is increasingly recognized as a core learning outcome in science education, yet abstract astronomical concepts can be difficult for junior high school students to explore through conventional two-dimensional media. This study developed and preliminarily evaluated an augmented reality (AR) learning medium integrated with a deep-learning-oriented pedagogy for the Solar System topic. In this article, deep learning refers to an educational approach that emphasizes active knowledge construction, meaningful connections, reflection, and sustained cognitive engagement rather than artificial-intelligence deep learning. The study employed a Research and Development design using the ADDIE model. Two expert validators reviewed the product, and the implementation involved 32 Grade VII students selected through cluster random sampling from a population of 296 students at SMP Negeri 3 Karanganyar, Indonesia; a small-scale trial involved 10 students, and two science teachers provided practicality responses. Data were collected through observation, interviews, expert-validation questionnaires, student and teacher response questionnaires, and a 10-item pretest-posttest instrument adapted from the Torrance Test of Creative Thinking dimensions of fluency, flexibility, originality, and elaboration. Expert-validation coefficients were .89 for AR media, .82 for content and language, .87 for the deep-learning lesson plan, and .80 for test content. Practicality ratings reached 83% in the small-scale trial, 88% among students in the limited-scale implementation, and 91% among teachers. A paired-samples comparison indicated a significant pre-post difference (p = .001), while the mean normalized gain was .4460, representing a moderate improvement. Fluency showed the largest gain (.4683) and elaboration the smallest (.3495). The findings support the feasibility and educational promise of combining interactive AR visualization with cognitively engaging pedagogy. Because the implementation used a one-group pretest-posttest design without a control group, the results should be interpreted as preliminary evidence rather than a causal estimate of effectiveness.
References
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11. https://doi.org/10.1016/j.edurev.2016.11.002
Akçayır, M., Akçayır, G., Pektaş, H. M., & Ocak, M. A. (2016). Augmented reality in science laboratories: The effects of augmented reality on university students’ laboratory skills and attitudes toward science laboratories. Computers in Human Behavior, 57, 334–342. https://doi.org/10.1016/j.chb.2015.12.054
AlAli, R., Wardat, Y., Zaki Aboud, Y., & Alhayek, K. A. (2025). The effectiveness of using augmented reality technology in science education to enhance creative thinking skills among gifted eighth-grade students. Eurasia Journal of Mathematics, Science and Technology Education, 21(6), em2644. https://doi.org/10.29333/ejmste/16416
Arici, F., Yildirim, P., Caliklar, Ş., & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142, 103647. https://doi.org/10.1016/j.compedu.2019.103647
Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and Virtual Environments, 6(4), 355–385. https://doi.org/10.1162/pres.1997.6.4.355
Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society, 17(4), 133–149. https://www.jstor.org/stable/jeductechsoci.17.4.133
Billinghurst, M., & Duenser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56–63. https://doi.org/10.1109/MC.2012.111
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented reality in education—Cases, places and potentials. Educational Media International, 51(1), 1–15. https://doi.org/10.1080/09523987.2014.889400
Bujak, K. R., Radu, I., Catrambone, R., MacIntyre, B., Zheng, R., & Golubski, G. (2013). A psychological perspective on augmented reality in the mathematics classroom. Computers & Education, 68, 536–544. https://doi.org/10.1016/j.compedu.2013.02.017
Chang, H.-Y., Binali, T., Liang, J.-C., Chiou, G.-L., Cheng, K.-H., Lee, S. W.-Y., & Tsai, C.-C. (2022). Ten years of augmented reality in education: A meta-analysis of (quasi-)experimental studies to investigate the impact. Computers & Education, 191, 104641. https://doi.org/10.1016/j.compedu.2022.104641
Cheng, K.-H., & Tsai, C.-C. (2013). Affordances of augmented reality in science learning: Suggestions for future research. Journal of Science Education and Technology, 22(4), 449–462. https://doi.org/10.1007/s10956-012-9405-9
Chi, M. T. H., & Wylie, R. (2014). The ICAP framework: Linking cognitive engagement to active learning outcomes. Educational Psychologist, 49(4), 219–243. https://doi.org/10.1080/00461520.2014.965823
Chiang, T. H. C., Yang, S. J. H., & Hwang, G.-J. (2014). An augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activities. Educational Technology & Society, 17(4), 352–365. https://www.jstor.org/stable/jeductechsoci.17.4.352
Darling-Hammond, L., Flook, L., Cook-Harvey, C., Barron, B., & Osher, D. (2020). Implications for educational practice of the science of learning and development. Applied Developmental Science, 24(2), 97–140. https://doi.org/10.1080/10888691.2018.1537791
Demircioglu, T., Karakus, M., & Ucar, S. (2023). Developing students’ critical thinking skills and argumentation abilities through augmented reality–based argumentation activities in science classes. Science & Education, 32, 1165–1195. https://doi.org/10.1007/s11191-022-00369-5
Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology, 18(1), 7–22. https://doi.org/10.1007/s10956-008-9119-1
Erbas, C., & Demirer, V. (2019). The effects of augmented reality on students’ academic achievement and motivation in a biology course. Journal of Computer Assisted Learning, 35(3), 450–458. https://doi.org/10.1111/jcal.12350
Fidan, M., & Tuncel, M. (2019). Integrating augmented reality into problem based learning: The effects on learning achievement and attitude in physics education. Computers & Education, 142, 103635. https://doi.org/10.1016/j.compedu.2019.103635
Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., & Wenderoth, M. P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410–8415. https://doi.org/10.1073/pnas.1319030111
Garzón, J., & Acevedo, J. (2019). Meta-analysis of the impact of augmented reality on students’ learning gains. Educational Research Review, 27, 244–260. https://doi.org/10.1016/j.edurev.2019.04.001
Garzón, J., Kinshuk, Baldiris, S., Gutiérrez, J., & Pavón, J. (2020). How do pedagogical approaches affect the impact of augmented reality on education? A meta-analysis and research synthesis. Educational Research Review, 31, 100334. https://doi.org/10.1016/j.edurev.2020.100334
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 23(4), 447–459. https://doi.org/10.1007/s10055-019-00379-9
Hattie, J. A. C., & Donoghue, G. M. (2016). Learning strategies: A synthesis and conceptual model. npj Science of Learning, 1, 16013. https://doi.org/10.1038/npjscilearn.2016.13
Hidajat, F. A. (2024). Augmented reality applications for mathematical creativity: A systematic review. Journal of Computers in Education, 11, 991–1040. https://doi.org/10.1007/s40692-023-00287-7
Ibáñez, M.-B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109–123. https://doi.org/10.1016/j.compedu.2018.05.002
Kim, K. H. (2006). Can we trust creativity tests? A review of the Torrance Tests of Creative Thinking (TTCT). Creativity Research Journal, 18(1), 3–14. https://doi.org/10.1207/s15326934crj1801_2
Lindgren, R., Tscholl, M., Wang, S., & Johnson, E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174–187. https://doi.org/10.1016/j.compedu.2016.01.001
Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction, 60, 225–236. https://doi.org/10.1016/j.learninstruc.2017.12.007
Mayer, R. E. (2002). Rote versus meaningful learning. Theory Into Practice, 41(4), 226–232. https://doi.org/10.1207/s15430421tip4104_4
OECD. (2024). PISA 2022 Results (Volume III): Creative minds, creative schools. OECD Publishing. https://doi.org/10.1787/765ee8c2-en
Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785–797. https://doi.org/10.1037/edu0000241
Pekrun, R. (2006). The control-value theory of achievement emotions: Assumptions, corollaries, and implications for educational research and practice. Educational Psychology Review, 18(4), 315–341. https://doi.org/10.1007/s10648-006-9029-9
Radu, I. (2014). Augmented reality in education: A meta-review and cross-media analysis. Personal and Ubiquitous Computing, 18(6), 1533–1543. https://doi.org/10.1007/s00779-013-0747-y
Runco, M. A., & Acar, S. (2012). Divergent thinking as an indicator of creative potential. Creativity Research Journal, 24(1), 66–75. https://doi.org/10.1080/10400419.2012.652929
Said-Metwaly, S., Van den Noortgate, W., & Kyndt, E. (2017). Methodological issues in measuring creativity: A systematic literature review. Creativity. Theories – Research – Applications, 4(2), 276–301. https://doi.org/10.1515/ctra-2017-0014
Shapiro, S. S., & Wilk, M. B. (1965). An analysis of variance test for normality (complete samples). Biometrika, 52(3–4), 591–611. https://doi.org/10.1093/biomet/52.3-4.591
Stolaki, A., & Economides, A. A. (2018). The Creativity Challenge Game: An educational intervention for creativity enhancement with the integration of Information and Communication Technologies (ICTs). Computers & Education, 123, 195–211. https://doi.org/10.1016/j.compedu.2018.05.009
Tang, C., Mao, S., Naumann, S. E., & Xing, Z. (2022). Improving student creativity through digital technology products: A literature review. Thinking Skills and Creativity, 44, 101032. https://doi.org/10.1016/j.tsc.2022.101032
Wang, Y., Liu, W., Yu, X., Li, B., & Wang, Q. (2024). The impact of virtual technology on students’ creativity: A meta-analysis. Computers & Education, 215, 105044. https://doi.org/10.1016/j.compedu.2024.105044
Wu, H.-K., Lee, S. W.-Y., Chang, H.-Y., & Liang, J.-C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41–49. https://doi.org/10.1016/j.compedu.2012.10.024
Yilmaz, R. M., & Goktas, Y. (2017). Using augmented reality technology in storytelling activities: Examining elementary students’ narrative skill and creativity. Virtual Reality, 21(2), 75–89. https://doi.org/10.1007/s10055-016-0300-1
Yousef, A. M. F. (2021). Augmented reality assisted learning achievement, motivation, and creativity for children of low-grade in primary school. Journal of Computer Assisted Learning, 37(4), 966–977. https://doi.org/10.1111/jcal.12536
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Bagas Brilian Ramadhan, Meida Wulan Sari, Sri Yamtinah, Bayu Antrakusuma

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.





.png)




