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From Virtual to Reality: How Metaverse and VR Technologies Influence Travel Decisions Randi Rian Putra; Ika Devi Perwitasari; Dewi Mahrani Rangkuty; Virdyra Tasril; Sri Handayani; Adinda Silvana Dewi
Journal of Applied Engineering and Technological Science (JAETS) Vol. 6 No. 2 (2025): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/jaets.v6i2.6314

Abstract

This study investigates the impact of Virtual Reality (VR) and the Metaverse on travel decisions, specifically focusing on lesser-known tourist destinations. The purpose is to understand how immersive digital experiences can influence potential visitors' perceptions and travel intentions. A mixed-methods approach, combining qualitative interviews with tourism stakeholders and quantitative surveys with 500 participants, was used to collect data. The results show that VR and Metaverse experiences significantly enhance user engagement, emotional attachment, and the likelihood of visiting the destination in person. The study's findings offer practical insights for tourism marketing strategies, suggesting that VR and Metaverse platforms can complement traditional marketing approaches. Theoretical implications include contributing to the understanding of digital transformation in tourism, particularly in how immersive technologies shape travel behavior. This research contributes to both theory and practice by highlighting the potential for VR and Metaverse technologies to increase the appeal of lesser-known destinations like Lake Toba.
Desain UI/UX Game-Based Edukasi Literasi Keuangan Di SMA Swasta Panca Budi Menggunakan Metode User Centered Design Adinda Silvana Dewi; Heni Wulandari; Heri Kurniawan
Jurnal Nasional Teknologi Komputer Vol 6 No 4 (2026): Oktober 2026
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The low level of financial literacy among adolescents is a serious challenge, as the National Survey of Financial Literacy and Inclusion (SNLIK) shows that the financial literacy index for the 15-17 age group is only 43.28%, far below the inclusion rate of 69.21%. This 25.93% gap indicates that adolescents have access to digital financial services but lack adequate risk understanding. This study aims to design a game-based learning UI/UX for financial literacy at Panca Budi Private High School using the User Centered Design (UCD) method. The main problem addressed is the irrelevance of conventional learning methods for tech-savvy Gen Z. The proposed solution is a smart game prototype that integrates budget management simulations and financial risk management. The prototype testing results using the System Usability Scale (SUS) showed an average score of 79,8 (Good category), indicating that the interface design is highly intuitive. This research proves that the UCD approach can bridge students' needs for interactive learning media, while potentially increasing the effectiveness of financial education by up to 35% compared to traditional lecture methods.