Empowering Virtual Reality as a Learning Media: A Real Environment to Exploring User Experience

This study aimed to explore students' experiences with VR Geopark Ijen as a learning media for physical environment material, examining the factors influencing these experiences. Employing a survey methodology at Zainul Hasan 1 Senior High School, the sample comprised 82 students from the 11th grade. Data collection involved closed and open-ended questionnaires, with analysis conducted using descriptive statistics based on mean scores. Qualitative data from student responses provided deeper insights into the quantitative findings. Results indicated that VR Geopark Ijen provided a positive and significant experience for students. They rated the media as very good criteria across multiple aspects, including usefulness, pleasantness, entertaining, productivity, novelty, reliability, efficiency, user-friendliness, attractiveness, enjoyment, fulfilment, meaningfulness, engagement, communicativeness, collaborativeness, helpfulness, convincingness, willingness, and recommend. Aspects of feature comprehensiveness, confidence, attentiveness, responsiveness, respectfulness received good criteria. VR Geopark Ijen effectively facilitated contextual and meaningful learning, increased active student engagement, and delivered an enjoyable experience. These findings suggest that VR Geopark Ijen has the potential to be an innovative solution for improving the quality of physical environment learning, addressing access limitations and enhancing student understanding. Further development should consider feature comprehensiveness, bolster student confidence, and integrate VR with the curriculum while providing teacher training.

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Institutions

Publication Details

Journal
Jurnal Penelitian Pendidikan IPA
Published
2025-03-25
DOI
https://doi.org/10.29303/jppipa.v11i3.9371
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44

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article

Empowering Virtual Reality as a Learning Media: A Real Environment to Exploring User Experience

Sugeng Utaya, Sumarmi Sumarmi, Batchuluun Yembuu, Alfyananda Kurnia Putra et al.
1 citations
Jurnal Penelitian Pendidikan IPA
Educational Games and Gamification
3.44
article

Empowering Virtual Reality as a Learning Media: A Real Environment to Exploring User Experience

Sugeng Utaya, Sumarmi Sumarmi, Batchuluun Yembuu, Alfyananda Kurnia Putra, Diky Al Khalidy, Syamsul Bachri
article en
1 citations

Abstract

This study aimed to explore students' experiences with VR Geopark Ijen as a learning media for physical environment material, examining the factors influencing these experiences. Employing a survey methodology at Zainul Hasan 1 Senior High School, the sample comprised 82 students from the 11th grade. Data collection involved closed and open-ended questionnaires, with analysis conducted using descriptive statistics based on mean scores. Qualitative data from student responses provided deeper insights into the quantitative findings. Results indicated that VR Geopark Ijen provided a positive and significant experience for students. They rated the media as very good criteria across multiple aspects, including usefulness, pleasantness, entertaining, productivity, novelty, reliability, efficiency, user-friendliness, attractiveness, enjoyment, fulfilment, meaningfulness, engagement, communicativeness, collaborativeness, helpfulness, convincingness, willingness, and recommend. Aspects of feature comprehensiveness, confidence, attentiveness, responsiveness, respectfulness received good criteria. VR Geopark Ijen effectively facilitated contextual and meaningful learning, increased active student engagement, and delivered an enjoyable experience. These findings suggest that VR Geopark Ijen has the potential to be an innovative solution for improving the quality of physical environment learning, addressing access limitations and enhancing student understanding. Further development should consider feature comprehensiveness, bolster student confidence, and integrate VR with the curriculum while providing teacher training.

Jurnal Penelitian Pendidikan IPAVol. 11(3)
State University of Malang (ID), Mongolian National University of Education (MN)
Universitas Negeri Malang
Openalex Percentile: Top 11%
Educational Games and Gamification
3.44
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