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Grasping the Earth Through an Augmented Reality Microsite

| | Source: REPUBLIKA Translated from Indonesian | Education Technology
Grasping the Earth Through an Augmented Reality Microsite
Image: REPUBLIKA

Grasping the Earth Through an Augmented Reality Microsite

By: Yendri Tri Hartati N

SMP Negeri 2 Namang

Technology is changing the way we learn. Have you ever noticed how the thumbs of today’s students dance nimbly across smartphone screens? In various regions, from big cities to small villages, this phenomenon is commonplace. Yet, an irony persists: this sophisticated technology is mostly used for gaming and social media, while students struggle to visualise the complex, abstract concepts of science, such as the layers of the Earth hidden beneath their feet.

At SMP Negeri 2 Namang, data shows that students’ critical thinking skills remain in the low category. Students can memorise the names of the Earth’s layers, but often fail to rationally deduce geological phenomena, such as why tectonic plates shift, how tsunamis form, or why volcanoes erupt in some regions and not others. Their window into the Earth’s interior has been limited to static, two-dimensional images in textbooks or PowerPoint presentations that fail to spark curiosity. Understanding the Earth’s layers requires more than memorisation; it demands deep visualisation of geological processes largely invisible to the naked eye.

This gap inspired a technological innovation that transforms the smartphone from a mere entertainment device into an interactive portal. By using Augmented Reality (AR), the media brings three-dimensional objects to life on the screen, making it appear as if the Earth is splitting open before the viewer’s eyes. Research indicates that AR can provide a more contextual and authentic learning experience by merging the real world with digital information layers directly. Furthermore, this AR can be packaged into a microsite, a lightweight, interactive mini-website accessible anytime without the need to download a large application. This marks the beginning of a journey to change how students ‘see’ the world, bringing the Earth’s fiery core and expansive atmosphere into the palm of their hand, while stimulating critical thinking skills that have long been dormant behind rote learning methods.

Using an AR microsite as the primary platform offers remarkable convenience. Students do not need to download large applications that consume phone memory or internet quota. Simply via a practical link shared through a QR code or a short URL, they can access structured materials, earthquake simulations, audio-visual content, and integrated practice exercises. This technology can shift the learning paradigm from a dependence on physical books to a model where all knowledge is accessible in one’s grasp; the only requirement is the critical thinking ability to select and filter information according to the student’s nature.

The Urgency of Critical Thinking

Critical thinking is not just a curriculum buzzword. It is the ability to analyse, evaluate, interpret, and rationally conclude information, and it stands as a key pillar of 21st-century skills alongside creativity, collaboration, and communication. Unfortunately, various studies at the primary and junior secondary levels consistently find that Indonesian students’ critical thinking skills remain in the low to medium categories. One of the main causes is the continued use of conventional teaching media, such as one-way lectures and two-dimensional images, which do not provide space for students to independently explore cause-and-effect relationships.

This problem is particularly acute when studying the Earth’s layers, as the subject matter cannot be physically dissected. A teacher cannot split a real Earth open in front of the class to show the arrangement of the core, mantle, and crust, or how plate movement triggers earthquakes. This lack of concrete experience traps many students at the stage of memorising terms without truly understanding the mechanisms. While cooperative and problem-based learning models have been tried to address this, the presence of three-dimensional visualisation technology like AR offers a more spontaneous shortcut: presenting abstract objects as something that can be visually ‘touched’, rotated, enlarged, and observed from various angles.

Building a Window into the Kitchen of Creativity

The development of this media was not instantaneous but a methodological journey using the systematic ADDIE model: Analyze, Design, Development, Implementation, and Evaluation. This model was chosen because it is widely recognised as a systematic instructional media development framework, proven effective in various educational development research, ensuring that every media element has strong educational value, not just a visually appealing display.

  1. The analysis phase was conducted by
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