Ami Hibatul Jameel
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A META-SYNTHESIS OF VIRTUAL REALITY IN LEARNING IN INDONESIA Andy Sapta; Abd Gafur; Ami Hibatul Jameel
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 9, No 2 (2023): Maret 2023
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v9i2.2252

Abstract

Abstract: This research was conducted in the form of a literature study. This study investigates the use of Virtual Reality (VR) in teaching, including VR methods and their application to learning. In the literature study, the database used comes from Garuda (Garuda Digital Reference), published by The Ministry of Education, Culture, Research, and Technology. The results of the literature study obtained data that 157 articles discuss the use of VR in learning from 2012 - 2022 and in the majority of VR development using the 3D Modeling method, as much as 43%. Overall, using VR in learning provides positive results that can improve learning outcomes. Three essential things must be considered in the development of VR, namely: (1) the cost of operating VR technology, (2) Accessibility that makes it easy for teachers and respondents to access the technology, (3) Setting up a virtual environment to create a practical learning experience for respondents.            Keywords: development; learning; virtual reality.  Abstrak: Penelitian ini dilakukan dalam bentuk studi literatur. Dalam penelitian ini, menyelidikan penggunaan VR dalam pembejaran, meliputi metode VR yang digunakan dan penerapannya pada pembelajaran. Dalam studi literature, basis data yang digunakan berasal dari Garuda (Garuda Rujukan Digital) yang dipublikasi oleh The Ministry of Education, Culture, Reseach, and Technology. Dari hasil studi literature diperoleh data bahwa terdapat 157 artikel yang membahas tentang penggunaan VR dalam pembelajaran dari tahun 2012 – 2022. Secara mayoritas pengembangan VR dengan menggunakan metode 3D Modelling, sebanyak 43%. Secara keseluruhan penggunaan VR dalam pembelajaran memberikan hasil yang positif dapat meningkatkan hasil belajar. Terdapat tiga hal penting yang harus diperhatikan dalam pengembangan VR, yaitu: (1) biaya pengoperasian teknologi VR, (2) Aksesibilitas yang memudahkan pengajar dan responden untuk mengakses teknologi tersebut (3) Menyiapkan lingkungan maya (virtual environment) agar menciptakan pengalaman belajar yang efektif bagi responden. Kata kunci: pembelajaran; pengembangan; virtual reality
FOSTERING SELF-EFFICACY THROUGH ARTIFACT CREATION IN A FULLY ONLINE DISTANCE HIGHER EDUCATION Ami Hibatul Jameel; Memet Casmat
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.44809

Abstract

This study examines students’ self-efficacy in relation to artifact creation within a Project-Based Learning (PjBL) approach in a fully online distance higher education context. In online learning environments, fostering learners’ confidence in their ability to successfully complete academic tasks are pivotal for sustaining engagement and persistence. A mixed-method sequential exploratory design was employed. The qualitative phase explored students’ experiences in completing project-based assignments that required the creation of learning artifacts. These findings informed the development of a quantitative pilot survey administered to 38 students, measuring motivation, perceptions of project-based learning, and self-efficacy using a Likert-scale instrument. Descriptive results indicate that students reported high levels of self-efficacy (M = 4.11, SD = 0.48), alongside strong motivation (M = 4.15, SD = 0.43) and highly positive perceptions of project-based tasks (M = 4.50, SD = 0.49). Correlation analysis revealed that self-efficacy was strongly associated with motivation (r = .738, p < .001) and moderately associated with perceptions of project-based learning (r = .539, p = .001). Regression analysis further showed that motivation significantly predicted self-efficacy (β = 0.900, p < .001), while perception of project-based tasks did not independently predict self-efficacy when controlling for motivation. These findings suggest that while artifact creation through PjBL is positively associated with students’ self-efficacy, this relationship is strongly mediated by students’ motivational engagement. The study contributes to understanding self-efficacy in fully online distance education and highlights the importance of designing project-based learning environments that simultaneously support meaningful task engagement and learner motivation.