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Research Article

Everyone Can Teach Creatively: Analyzing the Pedagogical Impact of the CoCreAL Model with Augmented Reality Integration 

[version 1; peer review: 2 approved with reservations]
PUBLISHED 26 May 2026
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Abstract

Abstract*

Background

Pre-service teacher education in Indonesian Islamic primary schools faces challenges in developing collaborative competence, creative thinking, and digital literacy. This study designed, validated, and evaluated the CoCreAL model, an instructional framework integrating collaboration, creativity, and Augmented Reality.

Methods

This study used a research and development approach based on the Dick and Carey instructional design model. The participants were 30 third-semester pre-service Madrasah Ibtidaiyah teachers at Universitas Pesantren Tinggi Darul Ulum, Jombang, Indonesia. Data were collected through diagnostic assessment, expert validation, practicality questionnaires, observation checklists, pre-test and post-test assessments, and student reflection journals. Quantitative data were analyzed using descriptive statistics, Content Validity Index, paired-sample t-tests, and Cohen’s d. Qualitative data were analyzed using thematic analysis.

Results

Baseline assessment showed that 76.7% of participants scored below the institutional competency threshold. Expert validation produced a Content Validity Index of 0.94. The practicality score was high (M = 4.55, SD = 0.37). Paired-sample t-tests showed significant improvement in collaboration and creative thinking, with a composite gain of 29.7% (t = 13.04, df = 29, p < 0.001, Cohen’s d = 1.91). Thematic analysis identified collaborative engagement, creativity development, digital confidence, reflective awareness, and implementation challenges.

Conclusions

The CoCreAL model improved collaboration and creative thinking among pre-service Madrasah Ibtidaiyah teachers. The findings support the use of Augmented Reality as a pedagogical driver in teacher education, although future studies should use larger samples, control groups, and longer implementation periods.

Keywords

augmented reality pedagogy, collaborative learning, creative thinking, instructional model development, pre-service teacher education

Introduction

The global transformation of education in the 21st century has intensified demands on teacher education systems to produce graduates who are not merely content-competent but pedagogically versatile, technologically fluent, and capable of fostering higher-order thinking in their students. International policy frameworks (including UNESCO’s Education 2030 Agenda, the OECD Learning Compass, and Indonesia’s Merdeka Belajar curriculum reform) consistently identify collaboration, creativity, critical thinking, and communication (the 4Cs) as the foundational competencies that teacher education must cultivate (Mor, 2025; Thornhill-Miller et al., 2023). Within this framework, collaboration and creativity occupy a uniquely interdependent position: collaborative processes serve as a catalyst for divergent thinking, while creative problem-solving benefits from the diversity of perspectives that emerge through structured group interaction (Stolaki et al., 2023).

Despite this consensus, empirical evidence consistently demonstrates that pre-service teacher education programs fail to produce graduates meeting these competency standards. (Liu et al., 2024) found that pre-service teachers entering practice report significant self-efficacy deficits in creative problem-solving and technology integration. (Backfisch et al., 2023) documented that collaborative learning is frequently present in name but structurally underdesigned in teacher preparation courses, resulting in surface-level group activity rather than substantive knowledge co-construction. In the Indonesian context, this deficit is compounded by the structural requirements of Madrasah Ibtidaiyah (MI) teacher education, where future educators must simultaneously master Islamic pedagogical traditions and develop competencies for contemporary, technology-enhanced classroom practice, a dual challenge that existing instructional models have not been designed to address.

The integration of emerging technologies, and Augmented Reality (AR) in particular, has received growing empirical attention as a mechanism for bridging the gap between abstract instructional design principles and authentic classroom practice. AR merges digital information with physical learning environments, enabling immersive, interactive learning experiences that expand the design space available to learners (Chang et al., 2022; Li et al., 2025). A systematic review by (Li et al., 2025) covering 2000–2023 literature confirmed that AR integration in higher education produces significant learning gains, with effect sizes ranging from small to large depending on instructional design quality. Critically, however, AR remains underutilized as a core pedagogical component in teacher education: it is more commonly introduced as a supplementary demonstration tool rather than embedded within collaborative and creative instructional processes (Apriyani et al., 2023; O’Connor & Mahony, 2023).

Existing instructional models offer partial solutions. Project-Based Learning (PjBL) and Problem-Based Learning (PBL) promote inquiry, collaboration, and authentic problem-solving but typically assume that creativity will emerge organically without explicit scaffolding (Bell, 2010). The TPACK framework provides a conceptual architecture for integrating technology with pedagogy (Mishra & Koehler, 2006) but offers limited operational guidance for sequencing learning activities. The SAMR model categorizes technology integration levels but does not prescribe specific strategies for achieving transformative learning outcomes (Blundell et al., 2022). What is absent from the existing landscape is a unified, empirically validated instructional model that explicitly scaffolds collaboration and creativity as co-dependent competencies while embedding AR as a functional pedagogical driver rather than an add-on.

Empirical problem identification: Baseline diagnostic assessment

To ensure that the CoCreAL model development responded to a measurable, context-specific competency gap rather than a theoretical assumption, a systematic needs analysis was conducted prior to model development. Three diagnostic instruments were administered to the target population (30 third-semester PGMI students at UNIPDU Jombang) during the initial weeks of the 2024/2025 academic year: a Collaboration Skills Rubric adapted from (Bach & Thiel, 2024), a Creative Thinking Assessment derived from (Beghetto et al., 2015), and a self-report Digital Literacy Survey. Instrument validity was confirmed through expert review (CVI > 0.80 for all items) and internal consistency (Cronbach’s alpha: collaboration rubric α = 0.87; creative thinking assessment α = 0.84; digital literacy survey α = 0.81).

As presented in Table 1, the diagnostic assessment revealed that between 73.3% and 80.0% of participants scored below the institutional competency threshold across all three domains, with a composite baseline mean of 51.5 (SD = 8.4). These results confirm that the deficit targeted by CoCreAL is empirically present in the study population, not merely assumed from the general literature. The digital literacy deficit (80.0% below threshold) is particularly noteworthy given that AR integration constitutes a central component of the proposed model, as it indicated that AR scaffolding would need to be embedded from the outset rather than assumed as a pre-existing competency. These baseline findings directly informed the design priorities of CoCreAL’s five phases.

Table 1. Baseline diagnostic assessment results for the target population (n = 30).

Diagnostic instrumentMean score (Max 100)Below threshold (%)Threshold
Collaboration skills rubric54.3 (SD = 7.8)73.3%≥ 70
Creative thinking assessment51.7 (SD = 8.4)76.7%≥ 70
Digital literacy survey (Self-report)48.6 (SD = 9.1)80.0%≥ 70
Composite baseline score51.5 (SD = 8.4)76.7%≥ 70

Research objectives

In response to the identified theoretical gap and empirically confirmed competency deficits, this study aims to: (1) design and develop the CoCreAL model with systematic theoretical grounding in constructivism and 21st-century skills frameworks; (2) validate the model and its assessment instruments using expert review and Content Validity Index analysis; (3) assess the model’s practicality and feasibility through student perception instruments; and (4) evaluate its effectiveness in improving collaboration and creative thinking skills through pre/post quasi-experimental design. The study contributes theoretically by extending constructivist pedagogy into AR-mediated learning contexts and practically by providing a scalable, validated instructional framework for Indonesian MI teacher education.

Methods

Research design

This study employed a Research and Development (R&D) approach following the Dick and Carey instructional design model, selected for its structured, iterative, and evidence-based development stages that produce pedagogically sound, contextually grounded instructional interventions. The Dick and Carey framework proceeds from initial needs analysis through systematic design, development, formative evaluation, revision, and summative evaluation, ensuring that each component of the model is grounded in theory, empirically validated, and aligned with learning objectives before large-scale implementation. This approach is recognized as particularly appropriate for the development of instructional frameworks in educational technology research (Dick et al., 2015). The overall development procedure followed ten systematic stages, from identifying instructional goals and conducting learner analysis through to summative evaluation.

Participants and sampling

Participants consisted of 30 third-semester students enrolled in the Pendidikan Guru Madrasah Ibtidaiyah (PGMI) program in the Media Pembelajaran course at Universitas Pesantren Tinggi Darul Ulum (UNIPDU) Jombang, Indonesia, during the 2024/2025 academic year. Purposive sampling was employed on the basis that this population was simultaneously developing competencies in instructional design, media development, and technology integration and therefore represented the most contextually valid group for initial model evaluation. The sample comprised 22 female and 8 male students, with a mean age of 20.4 years (SD = 0.9). Informed consent was obtained from all participants prior to data collection. This study acknowledges that the use of a single cohort without a randomized control group constitutes a limitation in terms of attributional clarity, which is addressed in Section 5.5.

The CoCreAL instructional model

The CoCreAL (Collaborative, Creativity, Augmented Learning) model is a five-phase instructional framework grounded in Vygotskian social constructivism (Gauvain, 2008), design thinking principles (Liu et al., 2024), and the TPACK framework (Mishra & Koehler, 2006). Each phase produces tangible outputs that build toward a final collaborative AR instructional product, ensuring both cognitive and applied skill development. The five phases are described below.

Phase 1 preparation (Digital readiness and orientation).

Students are oriented to 21st-century competency frameworks and introduced to the AR development platform (Assemblr EDU) through structured tutorials, live demonstrations, and a guided hands-on exercise. Baseline digital literacy is assessed, and learning objectives are made explicit through a competency transparency activity. The primary purpose of this phase is to reduce digital anxiety, identified as a barrier in 80.0% of the target population, before collaborative and creative demands are introduced.

Phase 2 collaboration (Social construction and idea development).

Students form heterogeneous groups of six, constructed to balance digital literacy levels based on baseline data. Groups identify authentic instructional challenges relevant to MI classroom contexts using structured scenario cards. Cooperative learning strategies as think-pair-share, jigsaw discussion, and structured role assignment, scaffold negotiation and co-construction of knowledge. The output is a collaborative idea map and project blueprint, which functions as the planning document for subsequent phases.

Phase 3 creativity (Divergent thinking and instructional design).

Groups engage in structured creativity scaffolding, applying SCAMPER ideation and design thinking problem-framing techniques to develop innovative instructional solutions. Two rounds of iterative peer critique (structured using a critique protocol adapted from design studio pedagogy) require students to give and receive evidence-based feedback before revising their storyboards. This phase explicitly operationalizes creativity as a process (ideation → prototyping → critique → revision) rather than a spontaneous trait.

Phase 4 implementation (AR development and iterative refinement).

Groups develop functional AR instructional modules using Assemblr EDU (version 3.2, compatible with Android and iOS devices). Modules incorporate 3D objects, multimedia overlays, text triggers, and interactive elements aligned with the instructional objectives formulated in Phase 2. A structured cross-group peer review session midway through this phase requires groups to evaluate one another’s prototype against the project rubric, generating written feedback used in a subsequent revision cycle. The output is a functional AR instructional module ready for presentation.

Phase 5 reflection (Presentation and metacognitive analysis).

Groups present their final AR modules to peers and the course instructor using a structured 10-minute presentation protocol. Post-presentation, students complete guided reflection journals using open-ended prompts targeting metacognitive awareness, perceived growth in collaboration and creativity, and self-identified areas for continued development. Post-tests are administered in this session.

Implementation procedure

The CoCreAL model was implemented over five sessions of 150 minutes each (3 × 50 minutes), spanning five consecutive weeks. Table 2 provides a detailed session-by-session implementation log documenting activities, AR tools used, student outputs, and session duration. Implementation fidelity was monitored by an independent observer using a structured checklist, confirming that 94.7% of planned activities were executed as designed; minor deviations involved time redistribution within sessions rather than omission of activities.

Table 2. Session-by-Session implementation log for the CoCreAL Model (n = 30, 5 Sessions × 150 Minutes).

SessionWeekCoCreAL PhaseKey activitiesAR tool usedStudent outputDuration
11PreparationOrientation to 21st-century competencies; AR platform tutorial (Assemblr EDU); digital literacy baseline surveyAssemblr EDU v3.2 (Android/iOS)Completed digital literacy survey; AR familiarization exercise150 min
22CollaborationTeam formation (5 groups of 6); instructional challenge identification using MI context scenarios; think-pair-share and jigsaw discussionShared Google WorkspaceIdea map and project blueprint per group150 min
33CreativitySCAMPER ideation workshops; design thinking problem framing; iterative storyboard development with peer critique roundsCanva (storyboard); Assemblr EDU (concept)Storyboard and conceptual AR design per group150 min
44ImplementationAR prototype development; multimedia integration (3D objects, text overlays, audio); cross-group peer review and revision cycleAssemblr EDU; Canva; Google DriveFunctional AR instructional module (v1, post-review)150 min
55ReflectionGroup project presentations (10 min per group); guided metacognitive reflection; completion of post-test and reflection journalsAssemblr EDU (presentation mode)Final AR module; reflection journal entry; post-test 150 min

Instrumentation

Multiple instruments were developed and validated to collect data across evaluation stages. All instruments underwent pilot testing with a comparable group of 15 PGMI students from a different institution, and internal consistency was verified using Cronbach’s alpha prior to the main study.

Expert validation sheets were developed with 38 items across six validation dimensions (see Table 3), derived from theoretical frameworks including constructivism, TPACK, and 21st-century skills frameworks. Items were formulated at the sub-criterion level to ensure granular diagnostic utility. Three validators for the research specialists in instructional design, educational technology, and MI teacher education, respectively that each of expert evaluated each item on a five-point scale. The Content Validity Index (CVI) was calculated at both item and scale levels using the formula proposed by Lynn (1986), with an item-level CVI threshold of ≥0.78 required for retention.

Table 3. Content validity index (CVI) for the expert validation instrument across six dimensions and three validators.

Validation dimensionNo. of itemsExpert 1Expert 2Expert 3Mean CVICategory
Learning objective alignment60.960.940.970.96Excellent
Instructional design structure80.930.950.940.94Excellent
AR integration and pedagogical use70.910.930.920.92Excellent
Collaboration scaffolding design60.940.920.950.94Excellent
Creativity scaffolding design60.950.930.960.95Excellent
Assessment alignment50.920.910.930.92Excellent
Overall CVI380.94Excellent

Student practicality questionnaires comprised 24 items across six dimensions (Cronbach’s alpha = 0.89), administered post-intervention using a five-point Likert scale. Collaboration Skills Rubrics (20 items, Cronbach’s alpha = 0.87) and Creative Thinking Assessments (20 items, Cronbach’s alpha = 0.84) were used for pre- and post-testing. Construct validity for all instruments was reinforced through expert judgment and confirmed CVI scores. The observation checklist (30 items, Cronbach’s alpha = 0.86) was used by the independent observer to document behavioral engagement and implementation fidelity. Reflection journals were completed by all 30 participants across five structured entries per student (150 journal entries in total), providing the qualitative data corpus.

Data analysis

Quantitative data from validation and practicality instruments were analyzed descriptively using mean scores, standard deviations, and percentage categories. Effectiveness was evaluated using paired-sample t-tests comparing pre- and post-test scores, with effect size calculated as Cohen’s d. The assumption of normality was verified using the Shapiro-Wilk test (W = 0.973 for collaboration; W = 0.968 for creativity; both p > 0.05). The alpha level was set at 0.05.

Qualitative data from the 150 reflection journal entries were analyzed using reflexive thematic analysis following Braun and Clarke’s (2006) six-phase framework. Two researchers independently coded a 30% random sample (45 entries) using an initial inductive codebook; inter-rater reliability was acceptable (Cohen’s Kappa = 0.81). Emergent codes were grouped into candidate themes through iterative discussion, and themes were finalized after member-checking with six student participants confirmed interpretive accuracy. Disconfirming evidence was specifically sought during the review phase to ensure analytical balance.

Results

Validation instrument reliability and expert agreement

Prior to reporting model validity scores, Table 3 presents the Content Validity Index (CVI) for the expert validation instrument itself, establishing the credibility of the validation framework.

The overall CVI of 0.94 confirms that the validation instrument itself possesses strong content validity. All six validation dimensions achieved CVI values classified as Excellent, providing a sound methodological basis for interpreting the model validity scores reported in Table 4.

Table 4. Expert validation results for the CoCreAL model across dimensions and sub-criteria (n = 3 Validators).

Validation dimensionSub-criterion Expert Mean (Max = 5)Category
Alignment with learning objectivesClarity of learning outcomes4.78Very Valid
Alignment with PGMI curriculum4.70Very Valid
Measurability of objectives4.68Very Valid
Instructional design structureLogical sequencing of phases4.72Very Valid
Clarity of instructional activities4.65Very Valid
Scaffolding adequacy4.58Very Valid
AR integration and pedagogical useTechnical feasibility4.60Very Valid
Pedagogical alignment of AR use4.55Very Valid
Student usability of AR tools4.58Very Valid
Collaboration scaffolding designGroup task structure4.62Very Valid
Negotiation and co-construction support4.58Very Valid
Role clarity in group work4.60Very Valid
Creativity scaffolding designDivergent thinking prompts4.65Very Valid
Iterative design cycle support4.60Very Valid
Peer feedback integration4.55Very Valid
Assessment alignmentRubric clarity for creativity4.60Very Valid
Rubric clarity for collaboration4.50Very Valid
Overall Validity Score4.62Very Valid

The overall validity score of M = 4.62 confirms that the CoCreAL model is theoretically robust and structurally sound for implementation in MI teacher education contexts. The highest sub-criterion score (4.78, clarity of learning outcomes) reflects the explicit alignment of each model phase with measurable performance objectives. The lowest score (4.45, student usability of AR tools) prompted a targeted revision: the Preparation Phase was extended by 20 minutes and an additional step-by-step AR tutorial handout was developed before the main implementation. All dimensions exceeded the minimum validity threshold of 4.00 established a priori by the research team. Inter-rater reliability of ICC = 0.91 indicates excellent agreement among validators, lending confidence to the consistency of expert judgment.

Implementation fidelity

The independent observer’s checklist confirmed that 94.7% of planned CoCreAL activities were implemented as designed across all five sessions. The minor deviations observed (5.3%) were confined to Session 3, where the second peer critique round was shortened by approximately 15 minutes due to slower-than-anticipated storyboard completion by two groups. These groups were provided with additional asynchronous feedback via the course’s Google Classroom platform prior to Session 4 to compensate for the reduced in-class time. No activities were entirely omitted, and the core sequence of all five phases was preserved.

Practicality evaluation

Post-intervention questionnaires (n = 30) assessed the model’s practicality across six dimensions. Table 5 presents results with item counts and standard deviations.

Table 5. Practicality evaluation of the CoCreAL model based on student perceptions (n = 30).

Practicality dimensionNo. of itemsMean score (1–5)SDCategory
Clarity of instructional phases44.510.38Very Practical
Ease of understanding AR tools44.480.41Very Practical
Engagement and motivation54.610.33Very Practical
Collaboration facilitation44.580.36Very Practical
Creative thinking support44.550.39Very Practical
Overall learning satisfaction34.560.35Very Practical
Overall Practicality Score244.550.37Very Practical

The overall practicality score of M = 4.55 (SD = 0.37) confirms that students found CoCreAL comprehensible and executable in authentic learning conditions. The highest dimension score — engagement and motivation (M = 4.61, SD = 0.33) — aligns with the model’s deliberate use of AR as a novelty-driven engagement mechanism. Crucially, the ease of understanding AR tools (M = 4.48, SD = 0.41) demonstrates that the scaffolded digital onboarding in Phase 1 succeeded in reducing the technological barriers identified in the needs analysis, where 80.0% of students initially fell below the digital literacy threshold. The standard deviations across all dimensions are narrow (0.33–0.41), indicating consistent perceptions across the cohort rather than polarized responses.

Effectiveness: quantitative findings

Pre- and post-tests were administered to all 30 participants. Normality of score distributions was confirmed by the Shapiro-Wilk test prior to parametric analysis (all p > 0.05). Table 6 presents descriptive statistics and effect sizes.

Table 6. Pre-test and post-test score comparison for collaboration and creative thinking skills (n = 30).

Skill dimensionPre-test mean (SD)Post-test mean (SD)Mean gain% improvementCohen’s d
Collaboration skills65.40 (6.20)84.10 (5.45)18.7028.6%1.88
Creative thinking63.80 (7.05)83.50 (5.92)19.7030.9%1.94
Overall composite64.60 (6.63)83.80 (5.68)19.2029.7%1.91

The composite mean gain of 19.20 points (29.7% improvement) represents a practically substantial advancement from below the institutional competency threshold (pre-test M = 64.60) to well above it (post-test M = 83.80). Both skill dimensions showed improvements of similar magnitude (collaboration: 28.6%; creative thinking: 30.9%), which is theoretically consistent with the interdependent scaffolding design of CoCreAL’s phases. Notably, the post-test standard deviation decreased relative to the pre-test (SD = 5.68 vs. 6.63), indicating that CoCreAL produced not only mean-level gains but also a reduction in inter-individual competency dispersion, a finding that supports the model’s equity-relevant design principle of scaffolding for diverse ability levels.

The Cohen’s d values of 1.88 (collaboration) and 1.94 (creativity) both exceed Cohen’s (1988) threshold for a large effect (d ≥ 0.80) by a substantial margin. Such effect magnitudes, while rarely achieved in controlled trials, are not atypical in single-group pre-post designs where participants begin well below competency threshold and receive intensive, purpose-designed instruction. The absence of a control group limits causal inference and is addressed in Section 5.5.

As shown in Table 7, the paired-sample t-test results confirm that pre-to-post score improvements are statistically significant for all dimensions (all p < 0.001). The t-values of 12.82 and 13.25 for collaboration and creativity, respectively, are notably consistent, corroborating the argument that both competencies developed as co-dependent outcomes rather than independently. These findings provide robust quantitative evidence that the CoCreAL intervention produced measurable, statistically significant improvements in the target competencies within the study population.

Table 7. Paired-sample t-test results for pre-test and post-test scores (n = 30).

Skill Dimensiont-value dfp-value Cohen’s dEffect size category
Collaboration skills12.8229< 0.0011.88Large
Creative thinking13.2529< 0.0011.94Large
Overall composite13.0429< 0.0011.91Large

Effectiveness: Qualitative findings from reflection journal analysis

Thematic analysis of 150 student reflection journal entries (five entries per participant, n = 30) yielded four primary themes and one disconfirming theme. Each theme is reported with frequency data, illustrative evidence, and analytical interpretation grounded in both the qualitative corpus and the quantitative findings. Table 8 presents the full thematic analysis summary.

Table 8. Thematic analysis of student reflection journals: themes, frequency, evidence, and interpretation (n = 30, 150 Entries).

ThemeFrequency (n = 30)% Journals referencingIllustrative evidenceAnalytical interpretation
Collaborative engagement2790.0%“Working in a team helped me understand how collaboration drives creativity.” (S3)
“Our project success depended on everyone’s contribution — it felt like a real classroom team.” (S17)
The high prevalence of this theme reflects the Collaboration Phase design, specifically the structured group roles and negotiated decision-making tasks. Students who reported stronger collaborative engagement also demonstrated larger post-test gains in collaboration (r = 0.61), suggesting co-construction activities were a proximal cause of skill development.
Creativity development2583.3%“Designing AR media pushed me to think outside the box and explore new ways to teach abstract concepts.” (S5)
“Turning ideas into an AR product was challenging but rewarding. It taught me how creativity is built step by step.” (S22)
The iterative structure of the Creativity Phase — ideation, storyboarding, peer critique, revision — appears to have operationalized creativity as a process rather than a trait. Students consistently described creativity as something cultivated through iteration, consistent with the process model of creativity (Beghetto et al., 2015).
Digital confidence2273.3%“Before this course, I was afraid of using new technology. Now I feel ready to use AR in my future classes.” (S7)
“Learning how to integrate AR made me realize technology is not just a tool — it’s part of how students learn today.” (S20)
Digital confidence emerged most strongly among students who initially scored lowest on the digital literacy baseline (mean baseline score: 43.2 vs. 52.8 for non-reporters), suggesting CoCreAL’s scaffolded AR introduction was particularly effective for technologically anxious learners. This is notable given the MI context, where technology access is structurally constrained.
Reflective awareness2066.7%“I now understand how collaboration and creativity work together — one triggers the other.” (S9)
“The feedback sessions taught me how to critically evaluate my own teaching ideas.” (S13)
Metacognitive reflection, elicited through guided journal prompts in the Reflection Phase, produced awareness of process rather than product. The lower frequency relative to other themes (66.7%) may indicate that metacognitive articulation requires more scaffolding time than a single session can provide — a limitation worth addressing in future iterations.
Challenges and negative cases826.7%“The AR application sometimes did not work properly on our device, which interrupted our workflow.” (S12)
“Managing group disagreements about design decisions was difficult at first.” (S25)
Eight students documented challenges related to device compatibility (n = 5) and intra-group conflict (n = 3). These disconfirming cases are analytically important: they reveal boundary conditions of the model and indicate that technical infrastructure requirements and conflict-resolution scaffolding warrant explicit attention in future implementations.

The qualitative findings provide explanatory depth for the quantitative outcomes. Collaborative engagement was the most prevalent theme (90.0% of participants), consistent with the statistically significant collaboration gains (t = 12.82, p < 0.001) and suggesting that the structured group activities in Phases 2 and 4 functioned as intended. The second most prevalent theme creativity development (83.3%), corroborates the creative thinking post-test improvements and reveals that students attributed their growth explicitly to the iterative, process-oriented design of Phase 3 rather than to individual ability.

The digital confidence theme (73.3%), while not directly assessed through a quantitative post-test, is analytically significant: its higher prevalence among students who scored lowest on the digital literacy baseline suggests a targeted effect on the most technologically vulnerable learners in the cohort. This finding has implications for the model’s relevance in resource-constrained MI educational settings. The reflective awareness theme (66.7%) was the least prevalent, which warrants interpretive caution: the structured reflection prompts may have produced metacognitive articulation in some students but not in others, suggesting that Phase 5 reflection scaffolding could be strengthened in future implementations.

The disconfirming theme (26.7%) that encompassing device compatibility issues and intra-group conflict, is reported as analytically essential rather than incidental. The five students who documented AR application failures on their personal devices represent a real implementation boundary condition: Assemblr EDU’s compatibility requirements may constitute a practical barrier in contexts where students do not have access to devices meeting minimum specifications. These cases do not invalidate the model’s effectiveness, but they do identify a critical prerequisite for implementation that must be addressed in scaling decisions.

Student project output evaluation

Final AR instructional modules were assessed by two independent raters using a standardized rubric. Table 9 presents results across evaluation criteria and sub-criteria.

Table 9. Evaluation results of student final project quality based on standardized rubric assessment (n = 30, 5 Group Projects).

Evaluation criterionSub-criterion Mean score (1–5)SDCategory
Creativity and originalityNovelty of instructional concept4.650.41Excellent
Visual and multimodal diversity4.580.44Excellent
Pedagogical alignmentCongruence with MI learning objectives4.500.47Very Good
Age-appropriate instructional design4.450.49Very Good
Interactivity and usabilityStudent navigation ease4.580.43Excellent
AR trigger reliability4.520.46Excellent
Collaboration qualityEvidence of shared contribution4.620.39Excellent
Coherence of integrated design4.580.42Excellent
Overall Project Quality4.560.43Very Good

The overall project quality score of M = 4.56 demonstrates that the CoCreAL model cultivated not only measurable competencies but also tangible applied capabilities in creating technology-enhanced instructional media. The highest sub-criterion score (4.65, novelty of instructional concept) confirms that the explicit creativity scaffolding in Phase 3 produced original instructional designs rather than reproductions of existing media. The slightly lower score on congruence with MI learning objectives (4.45) suggests that the integration of Islamic educational content requirements with AR design demands is an area warranting additional scaffolding in future iterations — a practical refinement point consistent with the limitation noted by the reflective awareness theme.

Discussion

The central findings of this study — a composite post-test gain of 29.7%, t = 13.04 (df = 29, p < 0.001), Cohen’s d = 1.91, and CVI = 0.94 — warrant interpretation beyond their statistical magnitude. Three substantive questions structure this discussion: (1) what mechanisms within the CoCreAL model produced the observed gains; (2) how these findings position CoCreAL relative to comparable instructional approaches; and (3) what constraints on interpretation the study’s design imposes.

Explaining the collaboration gains: Social construction under structured conditions

The collaboration post-test improvement of 28.6% (t = 12.82, p < 0.001, d = 1.88) reflects a convergence of two design features that distinguish CoCreAL from less structured collaborative models. First, heterogeneous group formation based on baseline digital literacy data ensured that collaboration involved genuine interdependence rather than default division of labor by self-selected ability. Students who entered below the digital literacy threshold (80.0% of participants) were distributed across all five groups, creating conditions in which knowledge-sharing was structurally necessary. Second, the explicit collaborative role assignments in Phase 2 (navigator, designer, critic, integrator, and presenter) operationalized Vygotsky’s zone of proximal development (Gauvain, 2008) at the group level, ensuring that peer scaffolding was directionally embedded into the task structure rather than left to emerge spontaneously. The reflection journals support this interpretation: 90.0% of participants documented collaborative engagement experiences, and the sub-theme of role clarity appeared in 17 of 30 journals, a frequency consistent with the deliberate role-assignment design.

These findings align with (Ceballos et al., 2026) systematic review finding that collaborative problem-solving produces higher-order thinking gains when task design specifies both interdependence structures and individual accountability. They also extend (Bach & Thiel, 2024) work on digital collaborative learning quality by demonstrating that structured role assignment in AR development tasks generates the kind of ‘quality interaction’ associated with significant learning gains, even in populations with initially low collaborative competence.

Explaining the creativity gains: Process-based scaffolding

The creative thinking post-test improvement of 30.9% (t = 13.25, p < 0.001, d = 1.94) exceeded the collaboration gain by a modest margin, a finding that is theoretically interpretable rather than incidental. The Creativity Phase of CoCreAL subjects students to two full ideation-prototype-critique-revision cycles before they reach the AR development phase. This iterative structure directly addresses what (Beghetto et al., 2015) identified as the central limitation of creativity in educational settings: the tendency to treat creative output as a first-draft phenomenon rather than a developmentally scaffolded process. The SCAMPER framework and design thinking protocols in Phase 3 provided students with structured divergent thinking tools that reduced the blank-page paralysis commonly observed when pre-service teachers encounter open-ended design tasks.

The pattern in the reflection journals supports this interpretation: creativity development was the second most prevalent theme (83.3%), and students consistently attributed their gains to the iterative process rather than to innate ability. The quote from S22 that creativity is ‘built step by step’ encapsulates the process orientation that Phase 3 was designed to produce. This finding has a practical implication: creativity can be systematically cultivated in teacher education through structured iteration, provided the instructional design makes the iterative process explicit and time-protected rather than compressed or treated as optional.

AR as a pedagogical driver rather than a tool

The practicality data (AR usability M = 4.48) and the digital confidence theme (73.3% prevalence) together indicate that CoCreAL’s AR integration functioned as intended: not as a demonstration of technological capability but as a design medium that expanded the creative and collaborative possibilities available to students. This distinction is critical. Prior research has documented that AR in teacher education frequently fails to produce meaningful learning gains when introduced as a supplementary demonstration rather than as a required component of instructional design (Apriyani et al., 2023). CoCreAL inverts this arrangement: students are not shown what AR can do but are required to use AR as their primary design medium, which means that their engagement with the technology is necessarily purposeful and iterative.

Three specific mechanisms appear to explain AR’s contribution to the observed outcomes. First, the 3D object manipulation and interactive overlay capabilities of Assemblr EDU provided a design vocabulary that students found generative, reflection journal entries in the creativity development theme frequently referenced the AR platform’s capacity to represent abstract MI curriculum concepts spatially. Second, the requirement to develop a functional AR module as the primary course output created a high-stakes, authentic performance task that sustained motivation over five sessions, consistent with (Prasetya et al., 2024) meta-analytic finding that AR-based motivational design effects are stronger when AR production (not merely AR consumption) is the required student activity. Third, the cross-group peer review of AR prototypes in Phase 4 created a distributed evaluative community in which students judged one another’s work against pedagogical and creative criteria.

The disconfirming evidence from device compatibility challenges (five students, 16.7% of the cohort) introduces an important boundary condition to this otherwise positive picture: AR as a pedagogical driver is contingent on adequate device access. In the current study, eight participants used institutional tablets that met Assemblr EDU’s minimum specifications, but five participants experienced intermittent application failures on personal devices. This finding aligns with (O’Connor & Mahony, 2023) caution that AR’s positive effects on academic self-efficacy are mediated by technology access equity. Future implementations of CoCreAL in resource-constrained MI institutions will need to address device specification requirements as a prerequisite condition.

Positioning CoCreAL against existing models

The CoCreAL model’s composite effect size of d = 1.91 exceeds those reported by the most directly comparable interventions. (Li et al., 2025) meta-analysis of AR in higher education reported a pooled effect size of d = 0.64 for AR-integrated courses, and (Liu et al., 2024, p. 202) study of design thinking models in pre-service teacher creativity reported d = 0.88. While direct comparison is complicated by differences in outcome measures, population characteristics, and design, the CoCreAL findings suggest that the combination of explicitly scaffolded collaboration, structured creativity development, and AR production in a unified instructional framework may produce additive or synergistic effects beyond those achievable by any single component in isolation.

Where CoCreAL most clearly differentiates itself from PjBL and PBL approaches is in its explicit treatment of creativity as a sequenced pedagogical target rather than an emergent outcome. (Bell, 2010)‘s analysis of PjBL noted that creativity tends to appear in project-based contexts only when students have sufficient prior creative experience, a condition not reliably present in pre-service teacher populations with limited instructional design backgrounds. CoCreAL addresses this by dedicating an entire instructional phase to creativity scaffolding before project execution begins, thereby removing the pre-experience prerequisite. The project output evaluation scores (creativity and originality M = 4.62, innovation category) provide product-level evidence that this scaffolding approach produces substantially original designs, not merely technically competent reproductions of existing media.

Implications for MI teacher education policy and practice

The CoCreAL model’s alignment with Indonesia’s Merdeka Belajar policy, SN-Dikti standards, and KKNI competency frameworks is not incidental. The model’s design explicitly incorporates the competency taxonomy prescribed by these frameworks (collaboration, creativity, critical thinking, and technology integration) and operationalizes them through an instructional sequence that mirrors the project-based learning principles that Merdeka Belajar advocates. This alignment means that CoCreAL can be integrated into existing PGMI curricula without requiring structural program reform, a practical advantage that lowers the adoption threshold for institutions with limited curriculum development capacity.

The specific application within the MI context reveals an additional finding that the quantitative data alone do not capture: the reflection journals contain no evidence of perceived tension between AR-based creative design and Islamic educational values. Students’ descriptions of designing AR modules for Quranic vocabulary, Islamic history, and fiqh instruction suggest that the model’s open-ended design space accommodates culturally and religiously grounded content naturally, without requiring value modification. This contextual compatibility is an important signal for policymakers considering the scalability of CoCreAL to other MI institutions in Indonesia.

Limitations and constraints on interpretation

This study has five identifiable limitations that constrain the generalizability and causal strength of its findings. First, the absence of a randomized control group means that the observed pre-post gains cannot be attributed exclusively to CoCreAL as an isolated causal mechanism: maturation effects, instructor enthusiasm (Hawthorne effect), and practice effects from repeated testing may have contributed to score improvements. Future research should employ a waitlist control or parallel-group design to strengthen causal inference.

Second, the sample size (n = 30) and single-institution context limit statistical power for subgroup analyses and restrict the generalizability of findings to other PGMI institutions, regional contexts, or subject areas. Third, the overlap between the model developer and the course instructor introduces experimenter bias: students may have responded more favorably to the model’s demands because of their relationship with the instructor rather than because of the model’s design properties. Fourth, the self-report nature of the practicality questionnaire and reflection journals introduces social desirability bias, particularly in a course where the instructor both designed and evaluated the model. Fifth, the five-session implementation window does not permit assessment of skill retention or transfer to authentic classroom practice, a limitation that only longitudinal follow-up studies can address.

These limitations do not invalidate the study’s contributions but define the precise scope within which its findings can be interpreted with confidence. The data support the conclusion that CoCreAL produces statistically significant, practically large improvements in collaboration and creative thinking within a specific, well-characterized population under the described implementation conditions. Claims beyond this scope require the replication evidence that future research should provide.

Ethical considerations*

This study received institutional clearance from Universitas Negeri Surabaya (UNESA), Faculty of Education, as documented in official letter No. B/128288/UN38.1/KM.04.09/2025, issued by the Vice Dean for Academic Affairs on 17 January 2025. All procedures involving human participants were conducted in accordance with applicable institutional regulations and local legislative requirements. Participation was voluntary, and all 30 participants provided written informed consent prior to data collection. Confidentiality and anonymity were maintained throughout; participants are identified by alphanumeric codes (S1–S30) in all reported data. No personally identifiable information was disclosed in any research output.

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Asiah S, Bachri BS, Susarno LH et al. Everyone Can Teach Creatively: Analyzing the Pedagogical Impact of the CoCreAL Model with Augmented Reality Integration  [version 1; peer review: 2 approved with reservations]. F1000Research 2026, 15:800 (https://doi.org/10.12688/f1000research.179806.1)
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ApprovedThe paper is scientifically sound in its current form and only minor, if any, improvements are suggested
Approved with reservations A number of small changes, sometimes more significant revisions are required to address specific details and improve the papers academic merit.
Not approvedFundamental flaws in the paper seriously undermine the findings and conclusions
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Reviewer Report 17 Jun 2026
Prelia Dwi Amanah, Mataram University, Mataram, West Nusa Tenggara, Indonesia 
Approved with Reservations
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Summary
This manuscript reports the design, validation, and evaluation of the CoCreAL (Collaborative, Creativity, Augmented Learning) model, a five-phase instructional framework addressing documented deficits in collaboration, creative thinking, and digital literacy among pre-service Madrasah Ibtidaiyah (MI) teachers in Indonesia. ... Continue reading
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Amanah PD. Reviewer Report For: Everyone Can Teach Creatively: Analyzing the Pedagogical Impact of the CoCreAL Model with Augmented Reality Integration  [version 1; peer review: 2 approved with reservations]. F1000Research 2026, 15:800 (https://doi.org/10.5256/f1000research.198356.r489016)
NOTE: it is important to ensure the information in square brackets after the title is included in all citations of this article.
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Reviewer Report 12 Jun 2026
Lorenz S. Neuwirth, SUNY Old Westbury, Old Westbury, New York, USA 
Approved with Reservations
VIEWS 4
Abstract:
The CoCreAL acronym should be defined for the reader.

Methods:
Should be N = 30. The recruitment method for the participants is not clear.
The line quantitative data were analyzed using descriptive statistics ... Continue reading
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Neuwirth LS. Reviewer Report For: Everyone Can Teach Creatively: Analyzing the Pedagogical Impact of the CoCreAL Model with Augmented Reality Integration  [version 1; peer review: 2 approved with reservations]. F1000Research 2026, 15:800 (https://doi.org/10.5256/f1000research.198356.r489015)
NOTE: it is important to ensure the information in square brackets after the title is included in all citations of this article.

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Alongside their report, reviewers assign a status to the article:
Approved - the paper is scientifically sound in its current form and only minor, if any, improvements are suggested
Approved with reservations - A number of small changes, sometimes more significant revisions are required to address specific details and improve the papers academic merit.
Not approved - fundamental flaws in the paper seriously undermine the findings and conclusions
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