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Innovative Virtual Reality Learning Media With a Problem-Based Learning Model to Enhance Cognitive Engagement Rahman, Eka Fitrajaya; Piantari, Erna; Zuyyinasyam, Sophia
METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi Vol. 9 No. 1 (2025): METHOMIKA: Jurnal Manajemen Informatika & Komputersisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/jmika.Vol9No1.pp169-173

Abstract

Engaging learning experiences are often more memorable and effective, contributing to long-term retention of knowledge. One effective approach to enhancing the appeal of educational content is through the development of innovative learning media that leverages digital technology. This study focuses on the creation of Virtual Reality (VR)-based learning media, which integrates video, audio, text, and music to enrich the educational experience. The aim is to optimize the learning process by utilizing VR to deliver compelling and immersive content. To further enhance learning efficiency with VR media, this research employs the Problem-Based Learning (PBL) methodology as the pedagogical framework. The development process of the learning media follows a design thinking approach to ensure the media is both engaging and educationally effective. Validation results from student assessments indicate that the VR learning media, incorporating the PBL method, has successfully improved students' cognitive abilities. The media demonstrated a gain value of 0.57, reflecting a moderate increase in learning outcomes.
Implementation of the Educational Personnel Program for Elementary School Students in the Digital Age Using Google Classroom Zuyyinasyam, Sophia; Nandiyanto, Asep Bayu Dani; Kurniawan, Tedi; Husaeni, Dwi Fitria Al
ASEAN Journal of Educational Research and Technology Vol 2, No 1 (2023): AJERT: VOLUME 2, ISSUE 1, March 2023
Publisher : Bumi Publikasi Nusantara

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Abstract

During the pandemic, online learning may be rampant, which is required by the government. Not a few students and teachers have difficulty using technology in this digital era, especially when collecting assignments. Therefore, we try to introduce the Google Classroom application with the aim of supporting online learning. With quantitative data collection methods, in the form of pre-test and post-test targeting elementary school students. The implementation of the training program is to provide videos in the form of material, so that students can observe, understand and practice it. Pretest results showed 95% and post-test 100%. From these results, students experienced an increase in learning. This is because students are given training before filling out the post-test. It can be concluded that, students agree about the existence of distance learning using Google Classroom. Because this application helps elementary students in collecting assignments.
Innovative Virtual Reality Learning Media With a Problem-Based Learning Model to Enhance Cognitive Engagement Rahman, Eka Fitrajaya; Piantari, Erna; Zuyyinasyam, Sophia
METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi Vol. 9 No. 1 (2025): METHOMIKA: Jurnal Manajemen Informatika & Komputersisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/jmika.Vol9No1.pp169-173

Abstract

Engaging learning experiences are often more memorable and effective, contributing to long-term retention of knowledge. One effective approach to enhancing the appeal of educational content is through the development of innovative learning media that leverages digital technology. This study focuses on the creation of Virtual Reality (VR)-based learning media, which integrates video, audio, text, and music to enrich the educational experience. The aim is to optimize the learning process by utilizing VR to deliver compelling and immersive content. To further enhance learning efficiency with VR media, this research employs the Problem-Based Learning (PBL) methodology as the pedagogical framework. The development process of the learning media follows a design thinking approach to ensure the media is both engaging and educationally effective. Validation results from student assessments indicate that the VR learning media, incorporating the PBL method, has successfully improved students' cognitive abilities. The media demonstrated a gain value of 0.57, reflecting a moderate increase in learning outcomes.