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Integration of Virtual Reality and Digital Game-Based Learning in Education: Accelerating English Language Communication Alifiah Pratiwi; Bimas Reskiawan; Ray Suryadi; Netty Huzniati Andas; Kevin Hendrawan
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 13 No. 2 (2025): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Universitas Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v13i2.8030

Abstract

This study was initiated in response to the challenges faced by students who are not accustomed to practicing English speaking due to a lack of self-confidence and heightened anxiety when communicating with others or with native speakers. To address these issues, the study explores the potential of Virtual Reality (VR) technology to foster the development of students’ English communication skills within an autonomous, interactive, and engaging environment. Such an environment is expected to increase students’ learning motivation while simultaneously improving the overall quality of instruction. The primary aim of this research is to contribute to the body of knowledge by developing a prototype of a digital platform termed Metaversity, defined as a virtual learning environment that integrates the immersive features of the Metaverse ecosystem with the pedagogical foundations of Digital Game-Based Learning (DGBL). The participants of the study consisted of 30 undergraduate students from Universitas Sembilanbelas November Kolaka. Employing a Research and Development (R&D) approach, the study adopted the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The resulting learning media integrates VR, DGBL, and communication platforms such as VRChat and Discord into a cohesive system. Validation by media experts yielded an average score of 4.35 out of 5, which falls into the “highly feasible” category. Meanwhile, students’ responses reached an average of 82.5%, placing the product within the “good–very good” range. The findings provide compelling evidence that the developed medium is effective in enhancing students’ motivation, self-confidence, and English-speaking competence. Furthermore, the integration of VR and DGBL fosters active engagement, alleviates language anxiety, and creates an immersive and enjoyable learning experience. These outcomes highlight the potential of Metaversity-based platforms as innovative solutions in higher education language learning contexts.
Edukasi Tools Artificial Intelligences dalam Meningkatkan Kemampuan Dosen untuk Menyusun Artikel Sinta dan Scopus Irma Shantilawati; Ali Yusron; Netty Huzniati Andas; Sumiarti Sumiarti; St. Rahmah
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 2 (2026): Abdira, April
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i2.1873

Abstract

This community service program aims to improve lecturers' competency in writing reputable scientific articles indexed by SINTA and Scopus through optimizing the use of artificial intelligence (AI) tools. The PKM implementation method uses a participatory training approach that includes material presentation sessions, hands-on practice using various AI applications such as literature review tools, paraphrasing tools, and proofreading assistants, and intensive mentoring in the article drafting process. The results of this activity showed a significant increase in the understanding and technical skills of the participating lecturers. Before the training, the majority of participants admitted to having difficulty conducting comprehensive literature research, improving academic grammar, and ensuring manuscripts comply with international standards. After participating in the series of activities, the lecturers were not only able to operate various AI tools independently but also successfully completed initial drafts of their articles with better structure and more standardized language quality. The output of this activity is increased lecturer productivity in producing scientific articles ready for submission to accredited national journals and reputable international journals.
Implementasi Software Hyperchem sebagai Media Praktikum Elektronik Visualisasi Struktur dan Sifat Senyawa Kimia di SMAN 1 Mawasangka Timur Muhamad Jalil Baari; L A Na’ani; Agusriyadin Agusriyadin; Megawati Megawati; Faradisa Anindita; Alfiah Alif; Salim Salim; Netty Huzniati Andas; Arif Prasetya; Sarimuddin Sarimuddin; Dian Permana
Dimasejati: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 3 (2023): Penguatan Peran Perguruan Tinggi dalam Percepatan Pembangunan Sumber Daya Manus
Publisher : Universitas Islam Negeri Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70095/dimasejati.v5i3.13507

Abstract

Chemistry is not merely a science that only studies theory in class. Chemistry learning requires practical or experimental activities to observe and directly apply chemical concepts during face-to-face meetings in class. Meanwhile, the unavailability of laboratory facilities is one of the factors in not carrying out chemistry practice. This causes students difficulties in understanding the concept of chemistry as a whole and can potentially reduce learning motivation. This public service activity aims to implement the Hyperchem software for teachers and students of SMA Negeri 1 Mawasangka Timur as an alternative solution for chemistry labs in the form of electronic labs. The chemical topics selected and considered suitable for this type of practice were the structure and properties of chemical compounds. This activity is carried out in the form of a workshop. Workshop materials use lectures, simulations, discussions, and question-and-answer models. The activity's results showed the workshop participants' enthusiasm to use the Hyperchem software as a chemistry lab media. This is reflected in the evaluation of the workshop implementation, which is carried out by assessing the response of the workshop participants based on indicators of relevance, the ability of the presenters, ease of use, availability, and usefulness of the Hyperchem software. The evaluation results show that the workshop and the implementation of the Hyperchem software as an electronic practice media for visualizing the structure and properties of chemical compounds received a positive response from the workshop participants.