IMPROVING OCCUPATIONAL HEALTH AND SAFETY (K3) UNDERSTANDING THROUGH VR AND METAVERSE-BASED IMMERSIVE LEARNING

Low understanding of Occupational Health and Safety (K3) among Vocational High School (SMK) students is often caused by limited practical facilities and the dominance of conventional teaching methods that fail to create contextual learning experiences. To address this gap, this study aims to develop and test the feasibility, practicality, and effectiveness of Virtual Reality (VR) and Metaverse-based educational media in improving students' K3 understanding. This study uses the Research and Development (R&D) method with the ADDIE model. The implementation and evaluation stages involved a Quasi-Experiment (Nonequivalent Control-Group Design) with 32 student subjects, divided into an Experimental Class (VR/Metaverse) and a Control Class (conventional). Feasibility and practicality were measured through response questionnaires (Likert scale), while effectiveness was analyzed using N-Gain and T-Tests (Independent and Paired Samples). The product was proven to be conceptually Feasible (validation score 3.62) and Empirically Very Practical (mean teacher score 3.91 and student score 3.48). Effectiveness test results showed the Experimental Class achieved a mean N-Gain of 0.67 (Moderately Effective category), far exceeding the Control Class (0.39). Independent T-Test (p=0.003) and Paired T-Test (p=0.000) consistently proved a significant improvement in K3 understanding in the VR and Metaverse media user group. VR and Metaverse-based educational media are effective and statistically significant in improving students' K3 understanding, while providing an innovative immersive learning solution that overcomes the limitations of practical infrastructure in vocational education environments.

Institutions

Publication Details

Journal
Research and Development Journal of Education
Published
2025-09-30
DOI
https://doi.org/10.30998/rdje.v11i2.24593
Primary Topic
Innovative Education Methods and Tools
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

IMPROVING OCCUPATIONAL HEALTH AND SAFETY (K3) UNDERSTANDING THROUGH VR AND METAVERSE-BASED IMMERSIVE LEARNING

Research and Development Journal of Education
Innovative Education Methods and Tools
article

IMPROVING OCCUPATIONAL HEALTH AND SAFETY (K3) UNDERSTANDING THROUGH VR AND METAVERSE-BASED IMMERSIVE LEARNING

article en

Abstract

Low understanding of Occupational Health and Safety (K3) among Vocational High School (SMK) students is often caused by limited practical facilities and the dominance of conventional teaching methods that fail to create contextual learning experiences. To address this gap, this study aims to develop and test the feasibility, practicality, and effectiveness of Virtual Reality (VR) and Metaverse-based educational media in improving students' K3 understanding. This study uses the Research and Development (R&D) method with the ADDIE model. The implementation and evaluation stages involved a Quasi-Experiment (Nonequivalent Control-Group Design) with 32 student subjects, divided into an Experimental Class (VR/Metaverse) and a Control Class (conventional). Feasibility and practicality were measured through response questionnaires (Likert scale), while effectiveness was analyzed using N-Gain and T-Tests (Independent and Paired Samples). The product was proven to be conceptually Feasible (validation score 3.62) and Empirically Very Practical (mean teacher score 3.91 and student score 3.48). Effectiveness test results showed the Experimental Class achieved a mean N-Gain of 0.67 (Moderately Effective category), far exceeding the Control Class (0.39). Independent T-Test (p=0.003) and Paired T-Test (p=0.000) consistently proved a significant improvement in K3 understanding in the VR and Metaverse media user group. VR and Metaverse-based educational media are effective and statistically significant in improving students' K3 understanding, while providing an innovative immersive learning solution that overcomes the limitations of practical infrastructure in vocational education environments.

Research and Development Journal of EducationVol. 11(2)
Yogyakarta State University (ID), University of Mataram (ID)
Industry, innovation and infrastructure
Openalex Percentile: Top 39%
Innovative Education Methods and Tools
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.