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PENGARUH PROGRAM VIRTUAL JOURNEY TERHADAP SELF-REGULATION FASILITATOR Agus Supriyo; Sujarwo Sujarwo; Pujiyanti Fauziah; Dafid Slamet Setiana
JURNAL DARMA AGUNG Vol 31 No 4 (2023): AGUSTUS
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Darma Agung (LPPM_UDA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46930/ojsuda.v31i4.3173

Abstract

Virtual journey atau yang kerap dikenal dengan virtual tour adalah konsep baru atau simulasi berwisata secara online dengan pemanfaatan teknologi informasi, komunikasi dan pengguanaan media sosial ditengah pandemi, sedangkan Self-Regulation Fasilitator merupakan fasilitas cara belajar peserta mengelola kegiatan individu agar tercapai tujuan tertentu dengan cara pengontrolan perilaku, memotivasi diri sendiri dan menggunakan kognitifnya dalam melakukan tindakan. Tujuan dari penelitian ini adalah mengetahui apakah pengaruh program virtual journey pada fasilitator yang terlibat. Metode penelitian yang digunakan adalah experiental learning dan kualitatif pendekatan fenomenologi. Teknik penelitan yang dilakukan meggunakan hasil wawancara, observasi dan dokumentasi dengan analisis Tiagulasi data sumber Hasil dari penelian adalah bahwa experiental learning dan pendekatan fenomenologi membuat fasilitator meningkatkan Self Regulationnya.
Implementation of virtual amazing race learning to improve employee interaction skills Agus Supriyo
Educenter : Jurnal Ilmiah Pendidikan Vol. 5 No. 1 (2026): Educenter: Jurnal Ilmiah Pendidikan (In press)
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/educenter.v5i1.1835

Abstract

This study investigated the implementation of Virtual Amazing Race learning to enhance employee interaction skills through experiential learning approaches. The research employed a qualitative descriptive methodology to examine the planning, execution, and evaluation of a virtual learning model utilizing the Zoom Meeting platform with breakout rooms and facilitator-guided activities. The study was conducted over 14 days in Yogyakarta with 30 company employees divided into three groups. Data collection involved participatory observation, in-depth interviews, and document analysis, which were analyzed using Miles and Huberman's interactive model. Results demonstrated significant improvements in participant communication, teamwork, and problem-solving skills. Key supporting factors included structured game design, effective use of breakout rooms, and active facilitation. However, technical challenges such as internet connectivity issues and team coordination difficulties emerged as primary barriers. The Virtual Amazing Race model proved effective in developing essential interaction skills and emotional engagement among participants, offering a promising alternative for corporate training in digital environments. This research contributes to the growing body of knowledge on innovative distance learning methodologies for professional development.