Empowering Deaf Children to Indonesian Cultural Literacy Through VR Box and Applications

The purpose of this empowerment program is to increase the knowledge of deaf students with disabilities regarding the diversity of Nusantara culture and skills in using technology appropriately. This is adjusted to the partner's problem, namely the low literacy of Nusantara culture of grade 4 and 5 students in the subject of art and culture material. This program uses learning media in the form of VR Box and the Lidantara application which contains 3D animations with 360o views and is equipped with sign language videos and subtitles. The implementation method consists of preparation, implementation, closing, evaluation of activities, and preparation of reports. The results obtained from this empowerment activity are changes in student knowledge that can be seen from the results of the pre-test and post-test (from 46% to 97%) as well as sharing session activities where students can re explain cultural material in a coherent, clear, and comprehensive manner.

Authors

Publication Details

Journal
Journal of Education for Sustainability and Diversity
Published
2025-04-29
DOI
https://doi.org/10.57142/jesd.v3i2.850
Primary Topic
English Language Learning and Teaching
Type
article
Field-Weighted Citation Impact
0.00
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article

Empowering Deaf Children to Indonesian Cultural Literacy Through VR Box and Applications

Sri Rahayu, Poppy Sonia Rahayu
Journal of Education for Sustainability and Diversity
English Language Learning and Teaching
article

Empowering Deaf Children to Indonesian Cultural Literacy Through VR Box and Applications

Sri Rahayu, Poppy Sonia Rahayu
article en

Abstract

The purpose of this empowerment program is to increase the knowledge of deaf students with disabilities regarding the diversity of Nusantara culture and skills in using technology appropriately. This is adjusted to the partner's problem, namely the low literacy of Nusantara culture of grade 4 and 5 students in the subject of art and culture material. This program uses learning media in the form of VR Box and the Lidantara application which contains 3D animations with 360o views and is equipped with sign language videos and subtitles. The implementation method consists of preparation, implementation, closing, evaluation of activities, and preparation of reports. The results obtained from this empowerment activity are changes in student knowledge that can be seen from the results of the pre-test and post-test (from 46% to 97%) as well as sharing session activities where students can re explain cultural material in a coherent, clear, and comprehensive manner.

Journal of Education for Sustainability and DiversityVol. 3(2)
Openalex Percentile: Top 88%
English Language Learning and Teaching
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Empowering Deaf Children to Indonesian Cultural Literacy Through VR Box and Applications — Sri Rahayu, Poppy Sonia Rahayu · Journal of Education for Sustainability and Diversity (2025) | TGRS Research Map | TGRS