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Design and Development of Virtual Reality Media on Computer System Learning to Enhance Students' Cognitive Abilities Wahyudin; Akbar, Anthonio; Nugraha, Eki; Riza, Lala Septem; Nazir, Shah
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.94553

Abstract

The quality of education in Indonesia remains a significant concern, as reflected in the PISA survey, which ranks Indonesia 72nd out of 77 participating countries. One contributing factor is the limited development of Higher Order Thinking Skills (HOTS) among students, particularly in cognitive, psychomotor, and affective domains. This study aims to design and develop Virtual Reality (VR) media integrated with a Self-Directed Learning (SDL) model to enhance students' cognitive abilities in computer system learning. Employing a Research and Development (R&D) approach with the ADDIE model, this experimental research involved 33 students and applied a One Group Pre-test Post-test design. Data were collected through cognitive tests and student response questionnaires, and analyzed using paired sample t-tests and N-Gain calculations. The results indicated a significant improvement in students' cognitive abilities, with overall conceptual gains categorized as moderate and positive student responses toward the VR media. These findings suggest that SDL-based VR media can effectively foster students’ cognitive development, encourage active, independent learning, and serve as an innovative instructional solution to address educational quality challenges. The study implies that immersive technology integration, when paired with appropriate learning models, holds substantial potential in enhancing students' higher-order thinking skills in the digital era.
Development of Virtual Reality Media for Earthquake Simulation Ulum, Muhammad Bahrul; Prasetyaningsih, Prasetyaningsih; Akbar, Anthonio; Hamzah, Raseeda; Wahyudin, Wahyudin; Riza, Lala Septem
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 4 No. 3 (2025): Finger : Jurnal Ilmiah Teknologi Pendidikan November 2025
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v4i3.460

Abstract

Background: Indonesia has a high risk of earthquakes, necessitating innovative approaches to disaster mitigation education.Aims: This study aims to develop Virtual Reality (VR)-based learning media to enhance students’ understanding and preparedness, particularly among students, in facing earthquake scenarios.Methods: The development process comprises four main stages: identifying educational content, designing interactive scenarios, creating 3D assets and interactive elements, and developing the virtual reality application using Unity.Results: The developed interactive VR media includes a tutorial feature, selectable earthquake location scenario (classroom, library, laboratory), and adjustable earthquake magnitude settings. It enables users to experience immersive and safe earthquake simulations while actively practicing appropriate  emergency response procedures.Conclusion: The application of VR-based learning media offers substantial potential to enhance disaster literacy, increase student engagement, and create more meaningful learning experiences. The implementation of this media in educational settings is expected not only to strengthen a culture of disaster awareness but also to contribute to reducing casualties and losses caused by earthquakes in the future.