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Machine learning integrated virtual and augmented reality in education: A systematic literature review and bibliometric analysis (2015–2025) Denik Agustito; Esti Harini; Trisniawati Trisniawati; Eka Yulia Sari; Mohamad Basri Nadzeri; Krida Singgih Kuncoro; Betty Kusumaningrum; Dhimas Nur Setyawan
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 13 No 3 (2025)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v13i3.21319

Abstract

The integration of machine learning (ML) with immersive technologies—Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Extended Reality (XR)—has generated significant momentum in educational innovation over the past decade. ML-enhanced immersive environments now support adaptive feedback, multimodal sensing, pose estimation, automated performance evaluation, and real-time learning analytics, offering new pathways for personalized and experiential learning. Despite rapid growth, existing research remains fragmented across domains such as engineering, health, arts, and language education, with limited synthesis explaining how these studies connect, evolve, and shape the knowledge structure of ML–VR/AR research. To address this gap, this study conducted a combined Systematic Literature Review (SLR) and bibliometric analysis of Scopus-indexed publications from 2015 to 2025. Eligibility assessment resulted in 58 studies included in the final analysis. Bibliometric findings show consistent growth in ML–VR/AR educational research, with publications spread across diverse journals and domains. This review offers a comprehensive mapping of scientific influence, thematic structure, and developmental trajectories in ML–VR/AR educational research. Findings provide a foundation for advancing adaptive immersive learning models, strengthening theoretical integration, and guiding future ML-driven XR innovations across educational contexts.
Mapping the global landscape of Roblox-based learning research in a bibliometric analysis Trisniawati Trisniawati; Nelly Rhosyida; Krida Singgih Kuncoro; Devi Septiani; Fitria Sulistyowati; Betty Kusumaningrum; Sony Yunior Erlangga; Dhimas Nur Setyawan; Zohaib Hassan Sain
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 13 No 3 (2025)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v13i3.21333

Abstract

Roblox has emerged as a prominent platform-based learning environment that bridges gamification, immersive virtual worlds, and interactive pedagogies. Despite its growing adoption in educational contexts, the global research landscape on Roblox Education has not yet been systematically mapped. This study aims to analyze the structure, dynamics, and thematic evolution of scholarly publications related to Roblox-based learning within the Scopus database from 2020 to 2025. Using a bibliometric approach supported by performance analysis and science mapping techniques in Biblioshiny, this study examines 37 documents indexed in 26 sources, involving 214 authors and an annual growth rate of 58.49%. The findings reveal high collaboration intensity (8.78 co-authors per document) and considerable academic influence, with an average of 69.97 citations per publication. Korea, the United States, Indonesia, India, Spain, and China emerged as leading contributors to the field. Science mapping shows four dominant thematic structures: (i) metaverse and virtual reality as motor themes; (ii) Roblox, education, artificial intelligence, and e-learning as basic themes; (iii) educational alternatives and niche digital environments as highly developed but isolated themes; and (iv) emerging or declining themes, including avatars, computational theory, and video games. Trend analysis indicates a strong shift from conventional e-learning toward immersive, metaverse-driven, and game-based pedagogies between 2022 and 2024. Reference spectroscopy highlights 2020–2023 as a pivotal period marked by rapid theoretical expansion following global pandemic-related digitization. Overall, the findings demonstrate that Roblox Education represents a rapidly maturing and multidisciplinary research domain, with substantial potential to support experiential learning, digital creativity, and the remediation of learning loss. Implications for future research include the integration of adaptive AI, immersive assessment frameworks, and curriculum-level adoption of platform-based learning.
Analisis Penerapan Model Pembelajaran Discovery Learning Sebagai Upaya Meningkatkan Keterampilan Kolaborasi Peserta Didik Sekolah Menengah Azmul Fauziah Aqiela; Tias Ernawati; Devi Septiani; Dhimas Nur Setyawan
JURNAL PENDIDIKAN MIPA Vol. 16 No. 1 (2026): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v16i1.3620

Abstract

Penelitian ini diarahkan untuk mengkaji implementasi model pembelajaran Discovery Learning dalam meningkatkan keterampilan kolaborasi peserta didik sekolah menengah. Studi ini menggunakan penelaahan literatur berbasis analisis kualitatif  dengan cara mengkaji dan menganalisis berbagai hasil penelitian terdahulu, buku, serta sumber ilmiah sumber lain yang berkaitan dengan fokus kajian. Temuan penelitian mengindikasikan bahwa model Discovery Learning mampu secara konsisten berkontribusi berkontribusi secara signifikan pada penguatan kemampuan kolaborasi peserta didik, khususnya pada aspek partisipasi aktif, komunikasi kelompok, pembagian akuntabilitas serta kolaborasi dalam menuntaskan tugas pembelajaran. Temuan ini menunjukkan bahwa Discovery Learning relevan diterapkan sebagai alternatif model pembelajaran untuk mendukung pengembangan kemampuan kolaboratif peserta didik tingkat menengah.
Analisis Penerapan Pembelajaran IPA Berbasis Etnosains terhadap Literasi Sains Peserta Didik SMP/MTs Regina Maya Selviana; Dhimas Nur Setyawan; Devi Septiani; Tias Ernawati
JURNAL PENDIDIKAN MIPA Vol. 16 No. 1 (2026): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v16i1.3624

Abstract

Ilmu Pengetahuan Alam (IPA) adalah salah satu cabang ilmu yang berperan penting dalam meningkatkan kemampuan berpikir ilmiah peserta didik serta menumbuhkan kesadaran terhadap fenomena alam di sekitarnya. Meskipun demikian, Implementasi pembelajaran IPA di tingkat SMP masih menghadapi berbagai kendala, terutama karena metode pengajaran cenderung lebih fokus pada teori dan belum sepenuhnya menghubungkan konsep sains dengan realitas kehidupan sehari-hari. Salah satu pendekatan yang dinilai mampu mengatasi masalah ini ialah pembelajaran berbasis etnosains, yang memadukan konsep-konsep ilmiah dengan nilai-nilai budaya yang ada di lingkungan sekitar peserta didik. Penelitian ini berfokus pada analisis bagaimana penerapan pembelajaran IPA berbasis etnosains dapat mempengaruhi kemampuan literasi sains peserta didik SMP. Metode yang dipilih adalah literature review dengan jenis narrative literature review. Temuan dari kajian ini mengindikasikan bahwa pembelajaran yang terintegrasi etnosains dapat meningkatkan kemampuan literasi sains, menumbuhkan rasa ingin tahu ilmiah, serta membentuk sikap peduli terhadap lingkungan dan budaya lokal. Dengan demikian, penerapan pembelajaran IPA berbasis etnosains dapat menjadi strategi yang efektif untuk menciptakan pembelajaran yang kontekstual dan bermakna.