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Virtual Reality (VR) Literacy in Human Digestive System Learning on Learning Passion: A Project-Based Learning (PjBL) Scenario Rahmania Sri Untari; Akbar Wiguna; Cindy Cahyaning Astuti; Fitria Nur Hasanah; Fitria Eka Wulandari; Bobur Sabirov
Jurnal Ilmu Pendidikan Vol. 31 No. 2 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um048v31i22025p288-298

Abstract

The urgency of this research arises from the challenges of teaching abstract concepts in science, such as the human digestive system, which often results in shallow understanding and low student motivation due to conventional 2D representations. This study investigates the effectiveness of integrating Virtual Reality (VR) literacy in Project-Based Learning (PjBL) scenarios to significantly improve students' learning enthusiasm compared to conventional e-module-based PjBL This study uses a Quasi-Experimental Design with a Pre-Test-Post-Test Control Group Design and is framed within the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. The dependent variable, learning enthusiasm, is measured using a validated scale based on the Vallerand Dualistic Model. Data are analyzed using a Two-Way Factorial Analysis of Variance (ANOVA), including assumption testing and Effect Size calculation. The results show a significant mean difference in learning enthusiasm between the experimental group (VR-PjBL) and the control group (E-module-PjBL). These findings clearly demonstrate that VR literacy, when combined with PjBL, provides an immersive, personalized, and experience-based environment that acts as a powerful catalyst for intrinsic motivation and sustained enthusiasm for science learning.
Android-Based Educational Games for Online Learning at Kindergarten Rahmania Sri Untari; Akbar Wiguna; Rugaya Meis Andhiarini; Arnita Fentrin Pratama
Jurnal Ilmu Pendidikan Vol. 27 No. 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um048v27i22021p81-85

Abstract

Technology becomes a part of today’s lifestyles. Improving the quality of memorizing is significantly related to the development of learning resources through technological innovation. Educational games are one of the learning resources that can improve the memorization skills of PG/Kindergarten students. The purpose of this study was to develop an Android-based educational game as learning media and assess their effectiveness. The development model used was the ADDIE model. This research was conducted at Daar Al Husna PG/Kindergarten in Malang. Validation by material and media experts showed that the Android-based educational developed was very good and worthy of use. The effectiveness of the application of this Android-based educational game was assessed through pretest and posttest score