Pengembangan Aplikasi Pengenalan Budaya Kasepuhan Cirompang berbasis Virtual Reality untuk Pembelajaran IPAS di Sekolah Dasar
DOI:
https://doi.org/10.47200/aoej.v15i2.2552Keywords:
Independent Curriculum, Virtual Reality, CultureAbstract
The Independent Curriculum is a curriculum with diverse intracurricular learning where the content will be more optimal so that students have enough time to explore concepts and strengthen competencies. The problem that occurred at SDN Jatimulya 1 was that teachers had difficulty choosing the right media in implementing the Independent Curriculum, so researchers analyzed the problems found to find the right solution. Through the initial research study, researchers also found problems in the learning of the "Indonesia Kaya Budaya" science subject, namely 80% of students did not know the culture in their own environment. The urgency of this study is the need for a learning model that is combined with media that is considered suitable, namely Virtual Reality based on local wisdom, VR is considered the most suitable media in the current learning period, this is expected to increase children's interest in learning. The purpose of this study is to develop virtual reality as a learning medium in the implementation of the independent curriculum. This study uses the method of developing a Virtual Reality Application for culture in Kasepuhan Cirompang, an area that is still thick with customs and arts that have existed since ancient times. Post-implementation evaluation showed that 85% of students were more interested and understood the Kasepuhan culture material better. The results of the study showed that the use of VR in learning was able to increase students' interest and understanding of local culture. This application not only acts as an innovative learning tool, but also as a means to preserve local culture. In the future, further research is needed to evaluate the long-term impact of using this application in learning.
Downloads
References
Adhikari, R., Kydonaki, C., Lawrie, J., O’Reilly, M., Ballantyne, B., Whitehorn, J., & Paterson, R. (2021). A mixed-methods feasibility study to assess the acceptability and applicability of immersive virtual reality sepsis game as an adjunct to nursing education. Nurse Education Today, 103(March), 104944. https://doi.org/10.1016/j.nedt.2021.104944
Calvert, J., & Abadia, R. (2020). Impact of immersing university and high school students in educational linear narratives using virtual reality technology. Computers and Education, 159(April), 104005. https://doi.org/10.1016/j.compedu.2020.104005
Hobri. (2010). Metodologi Penelitian Pengembangan (Aplikasi Pada Penelitian Pendidikan Matematika). Jember: Pena Salsabila.
Innocenti, E. D., Geronazzo, M., Vescovi, D., Nordahl, R., Serafin, S., Ludovico, L. A., & Avanzini, F. (2019). Mobile virtual reality for musical genre learning in primary education. Computers and Education, 139(May), 102–117. https://doi.org/10.1016/j.compedu.2019.04.010
Makransky, G., & Petersen, G. B. (2019). Investigating the process of learning with desktop virtual reality: A structural equation modeling approach. Computers and Education, 134(February), 15–30. https://doi.org/10.1016/j.compedu.2019.02.002
Purnawanto, A. T. (2022). Perencanaan Pembelajaran Bermakna dan Asesmen Kurikulum Merdeka. Jurnal Pedagogy, 20(1), 75–94.
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers and Education, 147(July 2019), 103778. https://doi.org/10.1016/j.compedu.2019.103778
Ramadhan, R. H., Ratnaningtyas, L., Kuswanto, H., & Wardani, R. (2019). Analysis of Physics Aspects of Local Wisdom: Long Bumbung (Bamboo Cannon) in Media Development for Android-Based Physics Comics in Sound Wave Chapter. Journal of Physics: Conference Series, 1397(1). https://doi.org/10.1088/1742-6596/1397/1/012016
Thiagarajan, S., Dorothy S. Semmel, dan Melvyn I. Semmel. Instructional Development for Training Teachers of Exceptional Children. Indiana University Bloomington, Indiana. 1974.
Batubara, H. H., Sumantri, M. S., & Marini, A. (2022). Developing an android-based e-textbook to improve learning media course outcomes. International Journal of Interactive Mobile Technologies (iJIM), 16(17), 4-19. https://doi.org/10.3991/ijim.v16i17.33137
Setiyaningrum, E., Basuki, I., & Setyowati, S. (2022). Development of curriculum management models in the addiction science study program. IJORER : International Journal of Recent Educational Research, 3(4), 451-463. https://doi.org/10.46245/ijorer.v3i4.229
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Ajeng Ginanjar, Anggi Rahmani, Dede Kurnia Adiputra, Suwarno
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.