Angga Hadiapurwa
Indonesia University of Education

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Is education possible in the metaverse especially in Indonesia? Nurul Hasannah; Aghniya Faza Afina; Popi Nuraeni; Angga Hadiapurwa
Hipkin Journal of Educational Research Vol. 1 No. 1 (2024): Hipkin Journal of Educational Research, April 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64014/hipkin-jer.v1i1.4

Abstract

Metaverse in education is one of the innovations in learning media based on three-dimensional virtual space technology whose implementation is currently being widely used. This article aims to determine the development and use of metaverses in education by reviewing the literature on using metaverses in learning. This research uses a systematic literature review method, namely reviewing literature in the form of relevant books and articles. Data collection was summarized from international journal articles, accredited and non-accredited national journals, proceedings, theses, and theses. From the results of the literature study, it is known that the metaverse in the world of education began to be effectively used during the Covid-19 pandemic, where the metaverse was able to overcome the limitations of distance and time to enter class and the acceleration of metaverse technology in the world of education has been seen with the existence of digital-based learning media applications: Augmented reality and virtual reality. With the virtual world concept, online learning can be done more interactively and innovatively. This flexible learning is an interesting and innovative learning method concept.   Abstrak Metaverse dalam dunia pendidikan merupakan salah satu inovasi media pembelajaran berbasis teknologi ruang virtual tiga dimensi yang saat ini implementasinya mulai banyak digunakan. Artikel ini bertujuan untuk mengetahui perkembangan dan penggunaan metaverse dalam dunia pendidikan dengan meninjau literatur yang berkaitan dengan penggunaan metaverse dalam pembelajaran. Penelitian ini menggunakan metode systematic literature review, yaitu meninjau literatur, berupa buku dan artikel yang relevan. Pengumpulan data dirangkum dari artikel jurnal internasional, jurnal nasional terakreditasi dan non akreditasi, prosiding, tesis dan skripsi. Dari hasil literature review, diketahui bahwa metaverse dalam dunia pendidikan mulai efektif digunakan pada saat terjadinya pandemik COVID-19, dimana metaverse mampu untuk mengatasi keterbatasan jarak dan waktu untuk masuk kelas dan akselerasi teknologi metaverse di dunia pendidikan sudah terlihat dengan adanya aplikasi media pembelajaran digital berbasis augmented reality dan virtual reality. Dengan konsep dunia virtual, pembelajaran secara online dapat dilakukan dengan lebih interaktif dan inovatif, seperti terbentuknya ruang kelas meskipun tidak bertemu secara langsung, praktikum secara virtual, dan lain-lain. Pembelajaran yang bersifat fleksibel ini menjadi konsep metode pembelajaran menarik dan inovatif Kata Kunci: metaverse; perkembangan metaverse; pendidikan
Comics for Literacy in MI Asih Putera: A Sequential Explanatory Study in Elementary Education Muhamad Rizaldy Waluya; Angga Hadiapurwa; Yayu Wulandari
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 10 No. 1 (2026): January
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v10i1.107

Abstract

Although the pedagogical benefits of comics have been widely proven, attention to the operational aspects needed to support visual literacy strategies in resource-limited environments remains minimal. This study aims to analyze the gap between students' visual literacy preferences and the availability of school library resources at MI Asih Putera using the Dual Coding Theory. Using a sequential explanatory mixed-methods design, this study integrates survey data from 30 students in grades 3-5 with in-depth interviews with the principal, teachers, and librarians. Quantitative findings reveal a disconnect where, despite students' high preference for comics (73%) and interest in physical facilities reaching 93%, there is a sharp gap where 93% of students report unmet needs, particularly in library collection availability, as well as minimal interaction with librarians (13%). The qualitative phase explains that although comics successfully serve as a strategic cognitive hook, library services fail to keep pace with this need due to structural barriers, including a phased procurement budget system, irrelevant book donations, and administrative burdens stemming from manual library management. This study concludes that schools' operational capacity hampers the success of visual literacy strategies. To overcome this, the study recommends cost-effective transformations, such as adopting open-source library automation to ease administrative workload, using open-access e-comics displayed on classroom projectors to address hardware deficits, and formalizing comics into the curriculum to ensure budgetary priority.