Claim Missing Document
Check
Articles

Found 24 Documents
Search

Virtual Reality-Enhanced Higher Education for Inclusive, Innovative, and Sustainable Learning Saiful Ridlo; Sony Zulfikasari; Devi Ajeng Efrilianda; Rodiyah; Chau Kien Tsong
Jurnal Pendidikan IPA Indonesia Vol. 15 No. 2 (2026): June 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpii.v15i2.36673

Abstract

This study aims to develop and validate a Virtual Reality (VR)-based laboratory model and examine its effects on student engagement, confidence, perceived conceptual understanding, and short-term cognitive performance in undergraduate science learning. Using a design-based research and development approach with iterative cycles, the VR laboratory was designed following Outcome-Based Education (OBE) principles and validated through expert judgment and classroom implementation. Data were collected using questionnaires, observations, qualitative reflections, and pretest-posttest assessments. The results indicate that the VR laboratory model demonstrates high pedagogical feasibility and is associated with increased student engagement, learning motivation, operational confidence in using immersive technology, and short-term improvements in conceptual understanding. Qualitative findings highlight the benefits of safe simulation, enhanced spatial visualization, and contextualized experiential learning, while usability issues and learner comfort remain practical challenges that require further refinement. At the institutional level, the validated VR laboratory model is positioned as a pilot-ready digital learning infrastructure that has the potential to support inclusive and quality science education (Sustainable Development Goal 4) and foster educational innovation and digital infrastructure development (Sustainable Development Goal 9). However, the findings primarily reflect short-term, context-specific outcomes; therefore, further large-scale, longitudinal studies with controlled comparisons are required to substantiate claims about long-term learning retention, scalability, and systemic SDG impact.
Pengembangan Media Hologram pada Materi PAI Thoharoh Wudhu di PKBM Generasi Juara Semarang Falillah Risti Nur Maghfiroh; Sony Zulfikasari
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2982

Abstract

This study aims to develop a hologram learning media for Islamic Religious Education (PAI) on the topic of Thaharah (Wudhu) for learners in the Package C Program at PKBM Generasi Juara Semarang and to determine the feasibility level of the developed media. The study was motivated by the limited use of instructional media, highlighting the need for innovative learning tools capable of presenting wudhu practice materials in a more engaging and understandable manner. This research employed a Research and Development (R&D) method by adapting the 4D development model (Define, Design, Develop, Disseminate) up to the Develop stage. The research procedures included needs analysis, media design, product development, expert validation, and product revision. The developed media consisted of a hologram-based learning tool on the topic of Thaharah (Wudhu), displayed using a smartphone and a hologram box. Research data were collected through validation questionnaires completed by material experts and media experts. The results showed that the hologram media obtained a feasibility score of 85.0% from the material expert, categorized as Very Good/Feasible, and 99.2% from the media expert, categorized as Very Valid/Highly Feasible. Based on these validation results, the hologram learning media was declared feasible for use in Islamic Religious Education learning on the topic of Thaharah (Wudhu).
INOVASI BOARD GAME MONOPOLI BERTEMA IKLIM SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF PADA SISWA SD DI PKBM EDUHOUSE Rianda Putri, Noor Afida; Zulfikasari, Sony
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48004

Abstract

This study aimed to develop and evaluate the feasibility of a climate-themed monopoly board game learning media called MISIK (Misi Iklim Kita) as an interactive learning medium for elementary school students at PKBM EduHouse Semarang. This research employed the 4D development model consisting of the define, design, develop, and disseminate stages. The research subjects included media experts, material experts, and users represented by teachers. Data collection techniques were conducted through observation, interviews, questionnaires, and documentation. The research instrument used a Likert scale to assess the feasibility aspects of the media. The results of the study showed that the development process through the 4D stages, namely Define, Design, Develop, and Disseminate, produced a learning media with a very high level of feasibility. The media expert validation obtained a percentage score of 96.2%, while the material expert validation reached 88.3%. In addition, user responses showed percentage scores of 91.6% and 86.6% with an average of 89.1%, all of which were categorized as highly feasible. These findings indicate that the MISIK monopoly board game meets the feasibility criteria for use in learning activities.
EFEKTIVITAS GAME EDUKASI “MELADA” UNTUK MENINGKATKAN KETERAMPILAN BERNYANYI LAGU DAERAH Salsabilla, Nathania Hellen; Zulfikasari, Sony
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 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.v11i03.56013

Abstract

Learning regional songs in elementary schools faces major challenges due to the massive dominance of popular digital culture and conventional, text-based learning methods, which cause low student motivation and skills. This study aims to examine the effectiveness of using the "MELADA" (Mengenal Lagu Daerah) Educational Game as an interactive learning medium to improve regional song singing skills among third-grade students at SD Negeri Sudirman Ambarawa. A quantitative approach with a quasi-experimental method and a nonequivalent control group design was applied. The research sample consisted of 60 students, divided into an experimental class (3A, n=27) using the "MELADA" game and a control class (3B, n=26) using conventional methods. Data were collected using skala linkert-based pretests and posttests, evaluated through four structured singing indicators. Data analysis was performed using the Wilcoxon Signed Rank test, Mann-Whitney U test, and N-Gain calculation through SPSS 25. The results showed that the experimental class experienced a significant increase, with the average score rising from 28.04 to 70.22, achieving an average N-Gain score of 0.92 (92%), which falls into the "High" and "Effective" categories. In contrast, the control class only increased from 29.58 to 37.19, with an N-Gain of 0.56 (56% or "Moderately Effective"). The Mann-Whitney U test confirmed a highly significant difference between the two groups (U=0, p=0.000). Thus, the "MELADA" educational game is proven to be highly effective and is recommended as an innovative solution to enhance regional song singing skills in elementary education.