Amiruddin
Universitas Negeri Makassar, Indonesia

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Analyzing the Effectiveness of Virtual Reality and Augmented Reality in Vocational Practicum to Enhance SMK Students' Competency in the VUCA Era Fiskia Rera Baharuddin; Amiruddin; Nurlaela
Jurnal MEKOM (Media Komunikasi Pendidikan Kejuruan) Volume 13, Issue 2, May 2026
Publisher : Fakultas Teknik, Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/mekom.v13i2.12979

Abstract

Purpose - This study investigates the effectiveness of Virtual Reality (VR) and Augmented Reality (AR) in enhancing vocational competencies among SMK students in the VUCA era. It applies the Technology Acceptance Model (TAM) to examine students’ acceptance of immersive learning technologies. Methods - A quantitative design with a pretest-posttest control group was used involving 200 SMK students from technical programs. The study employed Partial Least Squares Structural Equation Modeling (PLS-SEM) to analyze the effects of Perceived Usefulness, Perceived Ease of Use, Attitude Toward Using, Behavioral Intention, and User Satisfaction. Findings - The findings show that Perceived Ease of Use significantly affects Perceived Usefulness, Attitude Toward Using, Behavioral Intention, and User Satisfaction. This confirms that ease of use is central to students’ acceptance of VR/AR. Behavioral Intention is the strongest predictor of User Satisfaction, indicating that students’ willingness to continue using VR/AR is closely linked to satisfaction. However, Perceived Usefulness does not significantly influence Attitude Toward Using, suggesting that functional value may be less decisive during early adoption. Research implications - The results highlight the need to design VR/AR learning tools that are user-friendly, engaging, and capable of encouraging continued use. Educators, developers, and policymakers should prioritize usability and behavioral intention when implementing immersive technologies in vocational education.  Originality - This study integrates TAM with immersive learning in vocational education and provides evidence on how VR/AR supports competency development and student engagement in developing contexts.
The Influence of Free Fire Online Gaming on Aggressive Behavior Among Vocational High School Students in Gowa, Indonesia Ilham Nugraha; Amiruddin; Dwi Rezky Anandari Sulaiman
Journal of Education Psychology and Social Development Vol 2, No 1 (2026): June 2026
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66314/jepsi.v2i1.614

Abstract

This study investigated the relationship between Free Fire online gaming intensity and aggressive behavior among vocational high school students in Gowa, Indonesia. Using a quantitative ex post facto correlational design, the study involved 42 Grade X and XI students from the Computer and Network Engineering program who actively played Free Fire. Data were collected through questionnaires, observation, and documentation. The research instruments demonstrated acceptable reliability, with Cronbach’s alpha coefficients of 0.750 for the online gaming variable and 0.809 for the aggressive behavior variable. The data were analyzed using descriptive statistics and simple linear regression. The results showed that Free Fire online gaming intensity was significantly associated with students’ aggressive behavior (p < .001). Students with higher gaming intensity tended to report stronger verbal aggression, irritability, and emotional reactions, particularly after defeat during gameplay. These findings indicate that intensive engagement with competitive online games may be linked to aggressive behavioral tendencies among vocational students. Schools and parents should provide guidance on healthy gaming habits, time management, and emotional regulation to minimize potential behavioral risks.