THE EFFECTIVENESS OF VIRTUAL REALITY OF THE YOUTH PLEDGE MUSEUM TO INCREASE THE HISTORICAL AWARENESS OF CLASS XI SENIOR HIGH SCHOOL STUDENTS

This study aims to assess how much of the Youth Pledge Museum’s Virtual Reality can improve historical understanding in grade XI students in high school. The approach used in this study was an experimental method with a One Group Pretest Posttest design, involving 68 grade XI students from SMA Negeri 1 Jepara as participants. Data collection was carried out with an instrument in the form of a historical awareness questionnaire given at the pretest and posttest stages. Data were analyzed using the T-Test and N-Gain Test to measure the effectiveness of using the Youth Pledge Museum's Virtual Reality in increasing students' historical awareness. The study results were based on the Independent Sample T-Test, which obtained a sig value. 0.000 <0.050, which means that using of the Youth Pledge Museum’s Virtual Reality affects students' historical awareness. This is supported by the results of the N Gain Test, which obtained a score of g (0.88) > 0.71, which means that the impact of using of the Youth Pledge Museum’s Virtual Reality on the historical awareness of students in the “High” category. The conclusion from the study results is that the Youth Pledge Museum’s Virtual Reality has effectively increased the historical awareness of grade XI students in Senior High School.

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Publication Details

Journal
JURNAL EDUSCIENCE
Published
2024-12-10
DOI
https://doi.org/10.36987/jes.v11i3.6466
Primary Topic
Educational Games and Gamification
Type
article
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article

THE EFFECTIVENESS OF VIRTUAL REALITY OF THE YOUTH PLEDGE MUSEUM TO INCREASE THE HISTORICAL AWARENESS OF CLASS XI SENIOR HIGH SCHOOL STUDENTS

Alifi Nur Prasetia Nugroho, Risky Setiawan, Agung Bahroni, Vionita Vara Fitrianti
JURNAL EDUSCIENCE
Educational Games and Gamification
article

THE EFFECTIVENESS OF VIRTUAL REALITY OF THE YOUTH PLEDGE MUSEUM TO INCREASE THE HISTORICAL AWARENESS OF CLASS XI SENIOR HIGH SCHOOL STUDENTS

Alifi Nur Prasetia Nugroho, Risky Setiawan, Agung Bahroni, Vionita Vara Fitrianti
article en

Abstract

This study aims to assess how much of the Youth Pledge Museum’s Virtual Reality can improve historical understanding in grade XI students in high school. The approach used in this study was an experimental method with a One Group Pretest Posttest design, involving 68 grade XI students from SMA Negeri 1 Jepara as participants. Data collection was carried out with an instrument in the form of a historical awareness questionnaire given at the pretest and posttest stages. Data were analyzed using the T-Test and N-Gain Test to measure the effectiveness of using the Youth Pledge Museum's Virtual Reality in increasing students' historical awareness. The study results were based on the Independent Sample T-Test, which obtained a sig value. 0.000 <0.050, which means that using of the Youth Pledge Museum’s Virtual Reality affects students' historical awareness. This is supported by the results of the N Gain Test, which obtained a score of g (0.88) > 0.71, which means that the impact of using of the Youth Pledge Museum’s Virtual Reality on the historical awareness of students in the “High” category. The conclusion from the study results is that the Youth Pledge Museum’s Virtual Reality has effectively increased the historical awareness of grade XI students in Senior High School.

JURNAL EDUSCIENCEVol. 11(3)
Yogyakarta State University (ID)
Openalex Percentile: Top 69%
Educational Games and Gamification
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