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Journal : INDONESIAN JOURNAL OF SOCIAL SCIENCE EDUCATION (IJSSE)

UI/UX Design Development for The SiCamar Application: A VR-Based Interactive Learning Media Bayu Kurniawan; Wahyu Djoko Sulistyo; Listyo Yudha Irawan
Indonesian Journal of Social Science Education (IJSSE) Vol 7, No 1 (2025): January
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijsse.v7i1.6902

Abstract

The rapid advancement of technology significantly affects various life aspects, notably education. Virtual reality (VR) is a key technology that enables the creation of educational media for historical sites. However, previous research indicates limitations in features and accessibility. This study aims to develop a prototype application called SiCamar (Malang Raya Temple Site) based on VR. Using a research and development (R&D) approach, we applied the ADDIE model, focusing only on the Analysis, Design, and Development stages since the goal was to create a prototype and test its initial feasibility. The needs analysis revealed that users desired to experience the historical site via a VR platform. Essential features identified include 360-degree panoramas, videos, teaching materials, and maps, while necessary learning activities involve virtual tours, video observation, reading materials, and answering questions. In the design phase, the use of AI facilitated the creation of an attractive user interface. User testing results indicate that the SiCamar application effectively enhances user satisfaction, particularly in supporting the learning process.
GEMSHiDa Apps: Explore Hindu-Buddha History Materials with an Android Game for Social Studies Students in Junior High School Mey Lafaiza Sukmaning Haresa; Bayu Kurniawan; Mohamed Jefferi bin Haji Mat Lazim
Indonesian Journal of Social Science Education (IJSSE) Vol 6, No 2 (2024): Juli
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijsse.v6i2.4312

Abstract

One potential learning tool for engaging students in play while providing comprehensive information on Hindu-Buddhist content is an educational game. This study focuses on developing the GEMSHiDa app, an educational game centered on Hindu-Buddhist history for Android devices, intended for social studies students in Junior Hight School. Following a research and development (R&D) approach using the ADDIE model, validation from two experts rated the app's teaching material as "Very Good." Additionally, feedback on the app's design and accessibility was deemed "Good" by other validators. Furthermore, classroom testing of the GEMSHiDa app yielded a "Very Good" rating, indicating its suitability for social studies instruction in middle schools. 
Increasing Student Learning Participation in Social Sciences Subjects through the RACVi (Reading, Analyze, Collecting Data, Virtualize) Model in SMPN 1 Garum Inna Qurrota A'yun; Bayu Kurniawan; Jefferi Mohamed Lazim
Indonesian Journal of Social Science Education (IJSSE) Vol 7, No 1 (2025): January
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijsse.v7i1.6911

Abstract

The low learning participation of students at SMPN 1 Garum. Based on this problem, this research applies the RACVi learning model because the learning model is believed to be appropriate in optimizing the learning participation of class VIII students in social studies subjects. The purpose of this study is to optimize learning participation in social studies subjects of class VIII students at SMPN 1 Garum, Blitar Regency through the RACVi learning model. The research design used in this research is a spiral model classroom action research. The data collection techniques applied are observation and questionnaires. While the data analysis technique uses qualitative data analysis flowing models by Miles and Huberma, namely: data reduction, data presentation, and drawing conclusions. The results of this study indicate that classroom action research applied in two phases states that there is an increase in student learning participation through the application of the RACVI learning model. Based on observation data, the level of student participation for phase 1 was recorded at 72%. After improvements were made in cycle 2, the participation level increased to 81%. While the observation data from the questionnaire results also showed a trend of increasing student learning participation. In cycle 1, the level of student participation was recorded at 74%, and increased to 82% for phase 2. This data further strengthens the finding that the RACVI learning model is able to create a more interactive learning atmosphere. This proves that the implementation of this model can support a significant increase in student participation.