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Development of Virtual Reality Learning Media Based on the Kuula Platform Assisted by ClassPoint on Fluid Material to Improve Cognitive Learning Outcomes of Grade XI High School Students Rince Aida Rostika; Eko Risdianto; Bodi Gunawan; Mageswaran Sanmugam; Mohammad Qais Rezvani; Sultan Hammad Alshammari
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 1 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i1.616

Abstract

Background: The rapid advancement of ICT (information and communication technology) during the Fourth Industrial Revolution offers great potential to transform physics learning, especially for abstract topics such as fluid matter. Limited laboratory facilities and suboptimal learning schedules in many schools can hinder students' understanding and cognitive learning outcomes.Objectives: This research seeks to: (1) ascertain the viability of the developed media, (2) measure the improvement in high school students' cognitive learning outcomes, and (3) determine students' responses to the learning media.Method: The ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) was used in this research and development (R&D) study. The learning media developed was a 360° Virtual Reality video based on the Kuula platform integrated with ClassPoint. The trial was conducted on 39 eleventh-grade students utilizing a pretest-posttest approach in a single group. Data were collected through media and subject matter expert validation sheets, cognitive learning outcome tests, and questionnaires for student responses. Validation and student response data were subjected to descriptive and quantitatively analysis, while improvements in cognitive learning outcomes were analyzed using N-Gain scores.Results: Expert validation produced an average feasibility score of 90.16% (highly feasible). Students' cognitive learning outcomes improved significantly, with a high category N-Gain score of 0.83. The media received a highly favorable response from students, with an average score of 91.37% (very good).Conclusion: The virtual reality learning media based on the Kuula platform assisted by ClassPoint that was developed was declared highly feasible and effective in raising high school students’ cognitive learning outcomes on fluid material, particularly Archimedes' Principle. This media is an innovative alternative for schools with limited laboratory facilities.
Integrated Virtual Reality Learning Framework with Digital Ecosystem for Enhancing Physics Conceptual Understanding Eko Risdianto; Joselin Santos; Noel Lomerio; Deshinta Arrova Dewi; M. Esad Kuloglu; Sultan Hammad Alshammari; Ressti Nurfitriani
Journal of Educational Technology and Learning Creativity Vol. 4 No. 1 (2026): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v4i1.2955

Abstract

Purpose of the study: This study develops and evaluates an integrated virtual reality learning framework to improve high school students’ physics conceptual understanding. The framework combines immersive 360° virtual reality videos via Kuula with Google Classroom, ClassPoint, digital flipbooks, and PhET simulations within a problem-based learning environment. Methodology: This study employed a research and development approach using the ADDIE model, combined with a pre-experimental one-group pretest–posttest design. The participants consisted of three cohorts of high school students (n = 115) across different physics topics: Kinematics (n = 36), fluids (n = 39), and particle dynamics (n = 40). The framework was validated by three experts using structured instruments assessing content, media, language, and presentation aspects. Data were collected through validation sheets, student response questionnaires, and conceptual understanding tests. Data analysis included percentage-based measures, N-Gain, Shapiro Wilk tests, paired t-tests, Wilcoxon signed rank tests, and effect size calculations. Main Findings: The results indicate high validity (88.89%–97%) and practicality (86%–98%). The implementation was associated with significant improvements in conceptual understanding, reflected in high N-Gain scores (0.81–0.87) and large effect sizes (p < 0.05). These findings suggest that the integrated virtual reality based learning ecosystem can effectively support conceptual understanding within the studied context. Novelty/Originality of this study: The novelty lies in the systematic integration of the Kuula platform within a multi-component digital learning ecosystem under a problem based learning framework, as well as its application across multiple physics topics to demonstrate consistent learning outcomes.
Development of Virtual Reality Learning Media on Kinematics Material Based on the Kuula Platform Assisted by Google Classroom to Improve Conceptual Understanding of Grade X Students Deki Saputra; Eko Risdianto; Fitri April Yanti; Sultan Hammad Alshammari; Hamed Barjesteh; Andik Purwanto
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 2 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i2.619

Abstract

Background: Physics learning, particularly in Kinematics material, often faces constraints due to the abstract nature of its concepts and limited laboratory facilities in schools. This potentially reduces students' conceptual understanding and learning engagement.Aims: To develop 360° video-based VR learning media utilizing the Kuula platform assisted by Google Classroom, and to analyze its feasibility, usefulness and efficiency in enhancing the conceptual understanding of Kinematics among Grade X students in their senior year of high school.Methods: This study employed the ADDIE paradigm (Analysis, Design, Development, Implementation, Evaluation) in conjunction with the Research and Development (R&D) technique. Techniques for gathering data included (1) expert validation sheets assessed by 2 physics lecturers and 1 physics teacher, (2) practicality response questionnaires filled out by 36 students, and (3) a conceptual understanding test in the form of pre-test and post-test. The test data were then analyzed by calculating the normalized N-Gain score to determine the effectiveness of the developed product.Results: Expert validation results showed a percentage of 89% (highly feasible category). Student responses regarding the practicality of the media obtained an average of 86% (very good). An N-Gain score of 85% indicated an improvement in conceptual understanding classified as "High".Conclusion: VR learning materials built on the Kuula platform and supported by Google Classroom have demonstrated viability, usefulness, and efficacy as a cutting-edge substitute for kinematics instruction, and they may be an option for educational institutions with inadequate lab space.