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Virtual Reality (VR) Innovation in Project Based Learning (PjBL) for Teaching English Vocabulary to Elementary Students Rahmania Sri Untari; Yuli Astutik; Akbar Wiguna; Bobur Sabirov; Rahmania Sri Untari; Yuli Astutik; Akbar Wiguna; Bobur Sabirov
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 6 No. 7 (2026)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v6.i7.2026.11

Abstract

The urgency of this research is that the learning process is considered to require exploration and manipulation of objects in visual form to understand concepts. Students have difficulty mastering English due to its abstract and decontextual nature. The purpose of this study is to implement immersive VR with the PjBL model effectively to improve English vocabulary acquisition to understand the relationship between shape and space. The method used is User Experience (UX) Integration of Action Design Research (ADR) with the CII Framework. The number of respondents in this study was 32 students. The results showed a significant effect (Cohen's d = 3.43), paired sample t-test results (t = 14.762; p < 0.001), and an N-Gain score of 0.63. These findings prove that combining immersive VR with the PjBL model effectively improves English vocabulary acquisition, engagement, and student learning experience, and validates the CII framework as a viable approach to technology-enhanced language learning.
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): December
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um048v31i2p%p

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 final 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.