Bayu Kurniawan
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Bayu Kurniawan has a total of 63 co-authors. Here are the top co-authors by number of shared publications:
Mohamed Jefferi bin Haji Mat Lazim
2 shared publications- Rajendra Prasad Shrestha
Department of Development and Sustainability, School of Environment, Resources and Development, Asian Institute of Technology, Pathumthani 12120, Thailand
2 shared publications Wahyu Djoko Sulistyo
Universitas Negeri Malang
2 shared publicationsAchmad Dicky Setiawan
Universitas Negeri Malang
1 shared publicationAgung Wiradimadja
Universitas Negeri Malang
1 shared publicationAgus Purnomo
Universitas Negeri Malang
1 shared publication
Latest Publications
- Open Access
- 11 December 2025
- Published by Knowledge E DMCC in KnE Social Sciences
- Vol. 10 (31) , 609-619
RACVi: The Learning Model to Developing Students' Digital Creativity Thinking Skills
Creative thinking is an essential 21st-century skill, yet innovative learning models for its development are still limited. This research proposes the RACVi learning model, developed using the ADDIE research and development methodology based on a needs analysis of teachers and students, to enhance students’ digital creative thinking skills. The model’s syntax was validated by experts and tested in the classroom. The results showed significant improvements in creativity through extracurricular activities, technological competencies, and structured learning. The RACVi model is recommended for enhancing digital creative skills at all levels of education because it is valid and aligned with students’ needs.
- 11 December 2025
- Published by Knowledge E DMCC in KnE Social Sciences
- Vol. 10 (31) , 609-619
Open AccessRACVi: The Learning Model to Developing Students' Digital Creativity Thinking Skills
Creative thinking is an essential 21st-century skill, yet innovative learning models for its development are still limited. This research proposes the RACVi learning model, developed using the ADDIE research and development methodology based on a needs analysis of teachers and students, to enhance students’ digital creative thinking skills. The model’s syntax was validated by experts and tested in the classroom. The results showed significant improvements in creativity through extracurricular activities, technological competencies, and structured learning. The RACVi model is recommended for enhancing digital creative skills at all levels of education because it is valid and aligned with students’ needs.
- Open Access
- 9 August 2025
- Published by Education and Talent Development Center Indonesia (ETDC Indonesia) in Jurnal Riset dan Inovasi Pembelajaran
- Vol. 5 (2) , 549-567
Pengembangan Aplikasi SIMAKNA (Simulasi Manajemen Keuangan Sederhana) Pada Materi Literasi Keuangan IPS SMP
Pengetahuan literasi keuangan sangat penting diberikan kepada peserta didik sedini mungkin. Namun, strategi dalam mengajarkan literasi keuangan ini masih belum maksimal. Pemanfaatan media pembelajaran dapat membantu peserta didik dalam memahami materi literasi keuangan. Oleh karena itu, tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran SIMAKNA (Simulasi Manajemen Keuangan Sederhana). Penelitian ini menggunakan metode R&D dan model pengembangan menggunakan 4D. Hasil dari penelitian dan pengembangan yang telah diuji oleh validator ahli materi dan media. Hasil penilaian dari validator ahli materi satu memperoleh skor sebesar 100% dan validator kedua sebesar 96%. Sedangkan penilaian dari validator ahli media pertama ialah 87% dan skor penilaian dari validator kedua sebesar 90%. Kemudian setelah melakukan uji validasi materi dan media terdapat tahapan uji coba kepada peserta didik yang mendapatkan rata-rata persentase sebesar 81,4%. Hal tersebut menunjukkan bahwa aplikasi media pembelajaran SIMAKNA sangat layak digunakan sebagai media pembelajaran untuk mata pelajaran IPS SMP kelas VII. Rekomendasi tindak lanjut yakni dengan melakukan perbaikan media pembelajaran, modul ajar dan melakukan penelitian eksperimen kelas guna menguji efektivitas dari produk media pembelajaran.
- 9 August 2025
- Published by Education and Talent Development Center Indonesia (ETDC Indonesia) in Jurnal Riset dan Inovasi Pembelajaran
- Vol. 5 (2) , 549-567
Open AccessPengembangan Aplikasi SIMAKNA (Simulasi Manajemen Keuangan Sederhana) Pada Materi Literasi Keuangan IPS SMP
Pengetahuan literasi keuangan sangat penting diberikan kepada peserta didik sedini mungkin. Namun, strategi dalam mengajarkan literasi keuangan ini masih belum maksimal. Pemanfaatan media pembelajaran dapat membantu peserta didik dalam memahami materi literasi keuangan. Oleh karena itu, tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran SIMAKNA (Simulasi Manajemen Keuangan Sederhana). Penelitian ini menggunakan metode R&D dan model pengembangan menggunakan 4D. Hasil dari penelitian dan pengembangan yang telah diuji oleh validator ahli materi dan media. Hasil penilaian dari validator ahli materi satu memperoleh skor sebesar 100% dan validator kedua sebesar 96%. Sedangkan penilaian dari validator ahli media pertama ialah 87% dan skor penilaian dari validator kedua sebesar 90%. Kemudian setelah melakukan uji validasi materi dan media terdapat tahapan uji coba kepada peserta didik yang mendapatkan rata-rata persentase sebesar 81,4%. Hal tersebut menunjukkan bahwa aplikasi media pembelajaran SIMAKNA sangat layak digunakan sebagai media pembelajaran untuk mata pelajaran IPS SMP kelas VII. Rekomendasi tindak lanjut yakni dengan melakukan perbaikan media pembelajaran, modul ajar dan melakukan penelitian eksperimen kelas guna menguji efektivitas dari produk media pembelajaran.
- Open Access
- 6 May 2025
- Published by Politeknik Pratama Purwokerto in KREATIF: Jurnal Pengabdian Masyarakat Nusantara
- Vol. 5 (2) , 542-552
Pelatihan Batik Cap Hasil Karya Penyintas ODGJ di Desa Wonorejo dalam Program Projek Kepemimpinan Mahasiswa PPG Prajabatan Universitas Negeri Malang
Batik is an intangible cultural heritage of Indonesia that is full of philosophical and symbolic values, and has economic potential that can be utilized in community empowerment activities. Wonorejo Village, Singosari District, Malang Regency, is one of the areas that develops the batik tradition as part of social inclusion efforts for survivors of mental disorders (ODGJ). Through the Jiwa Gerdu Sawah Posyandu, a stamp and ciprat batik training program was held to improve the skills, economic independence, and social integration of ODGJ survivors. This activity was carried out in the form of community service by PPG Prajabatan students of Malang State University for one month, involving nine ODGJ survivors and five posyandu cadres. The implementation method includes three stages, namely preparation, training implementation, and follow-up. The results of the activity showed that ODGJ survivors experienced various challenges, such as social stigma, limited access to work, and lack of productive activities. Through batik training which was carried out in a participatory and adaptive manner, participants showed improvements in aspects of skills, self-confidence, and social interaction. This program not only provides economic value through the batik products produced, but also contributes to the formation of a more inclusive and supportive environment for the psychosocial recovery of ODGJ survivors. Thus, the art of batik can be a strategic medium in empowering vulnerable groups towards independence and sustainable social reintegration.
- 6 May 2025
- Published by Politeknik Pratama Purwokerto in KREATIF: Jurnal Pengabdian Masyarakat Nusantara
- Vol. 5 (2) , 542-552
Open AccessPelatihan Batik Cap Hasil Karya Penyintas ODGJ di Desa Wonorejo dalam Program Projek Kepemimpinan Mahasiswa PPG Prajabatan Universitas Negeri Malang
Batik is an intangible cultural heritage of Indonesia that is full of philosophical and symbolic values, and has economic potential that can be utilized in community empowerment activities. Wonorejo Village, Singosari District, Malang Regency, is one of the areas that develops the batik tradition as part of social inclusion efforts for survivors of mental disorders (ODGJ). Through the Jiwa Gerdu Sawah Posyandu, a stamp and ciprat batik training program was held to improve the skills, economic independence, and social integration of ODGJ survivors. This activity was carried out in the form of community service by PPG Prajabatan students of Malang State University for one month, involving nine ODGJ survivors and five posyandu cadres. The implementation method includes three stages, namely preparation, training implementation, and follow-up. The results of the activity showed that ODGJ survivors experienced various challenges, such as social stigma, limited access to work, and lack of productive activities. Through batik training which was carried out in a participatory and adaptive manner, participants showed improvements in aspects of skills, self-confidence, and social interaction. This program not only provides economic value through the batik products produced, but also contributes to the formation of a more inclusive and supportive environment for the psychosocial recovery of ODGJ survivors. Thus, the art of batik can be a strategic medium in empowering vulnerable groups towards independence and sustainable social reintegration.
- Open Access
- 2 May 2025
- Published by Politeknik Pratama Purwokerto in Jurnal Sosial Humaniora dan Pendidikan
- Vol. 4 (2) , 287-300
Development of Design Thinking-Based Challenge Cards to Improve Discipline and Critical Thinking of Junior High School Grade 7h Students in Social Studies Learning
The lack of discipline among junior high school students in social studies learning affects the effectiveness of the educational process. Initial observations in Class 7H at SMP Lab Lab, State University of Malang, revealed that students often ignored class rules, failed to follow teacher instructions, submitted assignments late, and were inactive in group work. To address these issues, Challenge Cards were developed as a learning medium based on Design Thinking to foster discipline through structured and engaging learning tasks. This study used a Research and Development (R&D) strategy with a qualitative descriptive method. The development process followed five stages of Design Thinking. In the Empathize stage, observations and interviews were conducted to identify the causes of low discipline, such as procrastination and lack of responsibility. The Define stage formulated the core problem as the absence of a learning strategy that includes time limits and clear task structures. During the Ideate stage, Challenge Cards were designed with social case studies to be completed sequentially within a time frame. A prototype consisting of five challenge levels and group task scenarios was tested in the Test stage. The results showed improved discipline, including punctual submissions, teamwork, and rule compliance. The media proved effective, engaging, contextual, and encouraged active student responsibility.
- 2 May 2025
- Published by Politeknik Pratama Purwokerto in Jurnal Sosial Humaniora dan Pendidikan
- Vol. 4 (2) , 287-300
Open AccessDevelopment of Design Thinking-Based Challenge Cards to Improve Discipline and Critical Thinking of Junior High School Grade 7h Students in Social Studies Learning
The lack of discipline among junior high school students in social studies learning affects the effectiveness of the educational process. Initial observations in Class 7H at SMP Lab Lab, State University of Malang, revealed that students often ignored class rules, failed to follow teacher instructions, submitted assignments late, and were inactive in group work. To address these issues, Challenge Cards were developed as a learning medium based on Design Thinking to foster discipline through structured and engaging learning tasks. This study used a Research and Development (R&D) strategy with a qualitative descriptive method. The development process followed five stages of Design Thinking. In the Empathize stage, observations and interviews were conducted to identify the causes of low discipline, such as procrastination and lack of responsibility. The Define stage formulated the core problem as the absence of a learning strategy that includes time limits and clear task structures. During the Ideate stage, Challenge Cards were designed with social case studies to be completed sequentially within a time frame. A prototype consisting of five challenge levels and group task scenarios was tested in the Test stage. The results showed improved discipline, including punctual submissions, teamwork, and rule compliance. The media proved effective, engaging, contextual, and encouraged active student responsibility.
- Open Access
- 31 January 2025
- Published by Institut Agama Islam Negeri (IAIN) Bengkulu in Indonesian Journal of Social Science Education (IJSSE)
- Vol. 7 (1) , 34-45
UI/UX Design Development for The SiCamar Application: A VR-Based Interactive Learning Media
The rapid advancement of technology significantly affects various life aspects, notably education. Virtual reality (VR) is a key technology that enables the creation of educational media for historical sites. However, previous research indicates limitations in features and accessibility. This study aims to develop a prototype application called SiCamar (Malang Raya Temple Site) based on VR. Using a research and development (R&D) approach, we applied the ADDIE model, focusing only on the Analysis, Design, and Development stages since the goal was to create a prototype and test its initial feasibility. The needs analysis revealed that users desired to experience the historical site via a VR platform. Essential features identified include 360-degree panoramas, videos, teaching materials, and maps, while necessary learning activities involve virtual tours, video observation, reading materials, and answering questions. In the design phase, the use of AI facilitated the creation of an attractive user interface. User testing results indicate that the SiCamar application effectively enhances user satisfaction, particularly in supporting the learning process.
- 31 January 2025
- Published by Institut Agama Islam Negeri (IAIN) Bengkulu in Indonesian Journal of Social Science Education (IJSSE)
- Vol. 7 (1) , 34-45
Open AccessUI/UX Design Development for The SiCamar Application: A VR-Based Interactive Learning Media
The rapid advancement of technology significantly affects various life aspects, notably education. Virtual reality (VR) is a key technology that enables the creation of educational media for historical sites. However, previous research indicates limitations in features and accessibility. This study aims to develop a prototype application called SiCamar (Malang Raya Temple Site) based on VR. Using a research and development (R&D) approach, we applied the ADDIE model, focusing only on the Analysis, Design, and Development stages since the goal was to create a prototype and test its initial feasibility. The needs analysis revealed that users desired to experience the historical site via a VR platform. Essential features identified include 360-degree panoramas, videos, teaching materials, and maps, while necessary learning activities involve virtual tours, video observation, reading materials, and answering questions. In the design phase, the use of AI facilitated the creation of an attractive user interface. User testing results indicate that the SiCamar application effectively enhances user satisfaction, particularly in supporting the learning process.
- Open Access
- 17 July 2024
- Published by Institut Agama Islam Negeri (IAIN) Bengkulu in Indonesian Journal of Social Science Education (IJSSE)
- Vol. 6 (2) , 120-133
GEMSHiDa Apps: Explore Hindu-Buddha History Materials with an Android Game for Social Studies Students in Junior High School
One potential learning tool for engaging students in play while providing comprehensive information on Hindu-Buddhist content is an educational game. This study focuses on developing the GEMSHiDa app, an educational game centered on Hindu-Buddhist history for Android devices, intended for social studies students in Junior Hight School. Following a research and development (R&D) approach using the ADDIE model, validation from two experts rated the app's teaching material as "Very Good." Additionally, feedback on the app's design and accessibility was deemed "Good" by other validators. Furthermore, classroom testing of the GEMSHiDa app yielded a "Very Good" rating, indicating its suitability for social studies instruction in middle schools.
- 17 July 2024
- Published by Institut Agama Islam Negeri (IAIN) Bengkulu in Indonesian Journal of Social Science Education (IJSSE)
- Vol. 6 (2) , 120-133
Open AccessGEMSHiDa Apps: Explore Hindu-Buddha History Materials with an Android Game for Social Studies Students in Junior High School
One potential learning tool for engaging students in play while providing comprehensive information on Hindu-Buddhist content is an educational game. This study focuses on developing the GEMSHiDa app, an educational game centered on Hindu-Buddhist history for Android devices, intended for social studies students in Junior Hight School. Following a research and development (R&D) approach using the ADDIE model, validation from two experts rated the app's teaching material as "Very Good." Additionally, feedback on the app's design and accessibility was deemed "Good" by other validators. Furthermore, classroom testing of the GEMSHiDa app yielded a "Very Good" rating, indicating its suitability for social studies instruction in middle schools.
- Open Access
- 3 June 2024
- Published by Universitas Negeri Surabaya in The Indonesian Journal of Social Studies
- Vol. 7 (1) , 87-100
Analisis Pola Belajar Dan Strategi Academic Self Management Dalam Menyelesaian Skripsi Tepat Waktu
Abstrak Mahasiswa dinyatakan lulus jika telah menempuh seluruh beban belajar yang ditetapkan. Ketepatan waktu lulus mahasiswa apabila dapat menyelesaikan studi mereka kurang atau sama dengan waktu empat tahun. Tujuan penelitian untuk mengetahui pola belajar dan strategi academic self management mahasiswa dalam proses penyelesaian skripsi secara tepat waktu. Penelitian ini merupakan penelitian kualitatif deskriptif dengan pengumpulan data observasi, wawancara, dan dokumentasi. Desain penelitian yang digunakan studi kasus. Analisis data menggunakan model interaktif yaitu pengumpulan data, reduksi data, penyajian data, dan penarikan kesimpulan. Uji validitas data menggunakan metode triangulasi. Hasil penelitian menunjukkan bahwa mahasiswa di Pondok Pesantren Sabilurrosyad Gasek menerapkan pola belajar meliputi: 1) belajar mandiri, 2) belajar diskusi, dan 3) belajar terbimbing oleh dosen. Sedangkan strategi yang digunakan yakni strategi academic self management dengan fokus pada: 1) motivasi diri, 2) metode belajar, 3) penggunaan waktu, 4) lingkungan fisik dan sosial, serta 5) evaluasi diri. Kata Kunci: Mahasiswa, Pola Belajar, Academic Self Management Abstract Students are declared to have graduated if they have taken the entire specified learning load. Students graduate on time if they can complete their studies in less than or equal to four years. The purpose of the research is to find out the learning patterns and academic self-management strategies of students in the process of completing the thesis in a timely manner. This research is a descriptive qualitative research with data collection of observation, interviews, and documentation. The research design used is a case study. Data analysis uses an interactive model, namely data collection, data reduction, data presentation, and conclusion drawing. The data validity test uses the triangulation method. The results showed that students at Sabilurrosyad Gasek Islamic Boarding School apply learning patterns including: 1) independent learning, 2) discussion learning, and 3) guided learning by lecturers. While the strategy used is the academic self management strategy with a focus on: 1) self-motivation, 2) learning methods, 3) use of time, 4) physical and social environment, and 5) self-evaluation. Keywords: Students, Learning Pattern, Acdemic Self Management
- 3 June 2024
- Published by Universitas Negeri Surabaya in The Indonesian Journal of Social Studies
- Vol. 7 (1) , 87-100
Open AccessAnalisis Pola Belajar Dan Strategi Academic Self Management Dalam Menyelesaian Skripsi Tepat Waktu
Abstrak Mahasiswa dinyatakan lulus jika telah menempuh seluruh beban belajar yang ditetapkan. Ketepatan waktu lulus mahasiswa apabila dapat menyelesaikan studi mereka kurang atau sama dengan waktu empat tahun. Tujuan penelitian untuk mengetahui pola belajar dan strategi academic self management mahasiswa dalam proses penyelesaian skripsi secara tepat waktu. Penelitian ini merupakan penelitian kualitatif deskriptif dengan pengumpulan data observasi, wawancara, dan dokumentasi. Desain penelitian yang digunakan studi kasus. Analisis data menggunakan model interaktif yaitu pengumpulan data, reduksi data, penyajian data, dan penarikan kesimpulan. Uji validitas data menggunakan metode triangulasi. Hasil penelitian menunjukkan bahwa mahasiswa di Pondok Pesantren Sabilurrosyad Gasek menerapkan pola belajar meliputi: 1) belajar mandiri, 2) belajar diskusi, dan 3) belajar terbimbing oleh dosen. Sedangkan strategi yang digunakan yakni strategi academic self management dengan fokus pada: 1) motivasi diri, 2) metode belajar, 3) penggunaan waktu, 4) lingkungan fisik dan sosial, serta 5) evaluasi diri. Kata Kunci: Mahasiswa, Pola Belajar, Academic Self Management Abstract Students are declared to have graduated if they have taken the entire specified learning load. Students graduate on time if they can complete their studies in less than or equal to four years. The purpose of the research is to find out the learning patterns and academic self-management strategies of students in the process of completing the thesis in a timely manner. This research is a descriptive qualitative research with data collection of observation, interviews, and documentation. The research design used is a case study. Data analysis uses an interactive model, namely data collection, data reduction, data presentation, and conclusion drawing. The data validity test uses the triangulation method. The results showed that students at Sabilurrosyad Gasek Islamic Boarding School apply learning patterns including: 1) independent learning, 2) discussion learning, and 3) guided learning by lecturers. While the strategy used is the academic self management strategy with a focus on: 1) self-motivation, 2) learning methods, 3) use of time, 4) physical and social environment, and 5) self-evaluation. Keywords: Students, Learning Pattern, Acdemic Self Management
- Top Cited PapersOpen Access
- 13 February 2024
- Published by Elsevier in Social Sciences & Humanities Open
- Vol. 9
Local wisdom as a model of interfaith communication in creating religious harmony in Indonesia
- 13 February 2024
- Published by Elsevier in Social Sciences & Humanities Open
- Vol. 9
Top Cited PapersOpen AccessLocal wisdom as a model of interfaith communication in creating religious harmony in Indonesia
- Open Access
- 21 December 2023
- Published by EDP Sciences in E3S Web of Conferences
- Vol. 468, 09001
Anthropogenic PMx air pollution susceptibility using AHP method in Java Island, Indonesia
Various health and welfare problems in human society originate from air pollution. PMx as one of the hydrometeorological hazards caused by humans is sustainable, ironically having an impact on the lives of human society, especially in areas that are densely populated. This research aims to estimate the susceptibility of PMx air pollution in Java Island, Indonesia. This island was chosen because it has a large population (151.59 million people in 2020) and is growing into a regional economic and industrial center. Java Island also has various cases of extreme air pollution. In this study, the Analytical Hierarchy Process (AHP) method is utilized to assess the susceptibility of anthropogenic PMx air pollution, taking into account factors like morphology, rainfall, mining area buffers, industrial area buffers, and traffic buffers. The results showed that anthropogenic PMx susceptibility was related to active and passive factors. The active factor is anthropogenic activity, while the passive factor is natural inhibition. Anthropogenic activities that have a big influence are industrial activities, followed by mining activities, and transportation. Meanwhile natural inhibitors such as rainfall and morphology, have a relatively smaller influence. Analysis of susceptibility distribution is very important for mitigating air pollution hazards, especially in Java Island.
- 21 December 2023
- Published by EDP Sciences in E3S Web of Conferences
- Vol. 468, 09001
Open AccessAnthropogenic PMx air pollution susceptibility using AHP method in Java Island, Indonesia
Various health and welfare problems in human society originate from air pollution. PMx as one of the hydrometeorological hazards caused by humans is sustainable, ironically having an impact on the lives of human society, especially in areas that are densely populated. This research aims to estimate the susceptibility of PMx air pollution in Java Island, Indonesia. This island was chosen because it has a large population (151.59 million people in 2020) and is growing into a regional economic and industrial center. Java Island also has various cases of extreme air pollution. In this study, the Analytical Hierarchy Process (AHP) method is utilized to assess the susceptibility of anthropogenic PMx air pollution, taking into account factors like morphology, rainfall, mining area buffers, industrial area buffers, and traffic buffers. The results showed that anthropogenic PMx susceptibility was related to active and passive factors. The active factor is anthropogenic activity, while the passive factor is natural inhibition. Anthropogenic activities that have a big influence are industrial activities, followed by mining activities, and transportation. Meanwhile natural inhibitors such as rainfall and morphology, have a relatively smaller influence. Analysis of susceptibility distribution is very important for mitigating air pollution hazards, especially in Java Island.
- Open Access
- 12 December 2023
- Published by International Association of Online Engineering (IAOE) in International Journal of Interactive Mobile Technologies (iJIM)
- Vol. 17 (23) , 140-152
Si-VirPraJa: Using an Immersive Technology to Learn Prehistoric Sites in Indonesia
Nowadays, studying prehistoric sites in Indonesia has become convenient because of the touch of technology. We no longer need to spend money, time, and energy to visiting the sites in person. Virtual Reality (VR) is the commonly used immersive technology for virtualizing prehistoric sites. Cutting-edge research is utilizing Virtual Reality (VR) technology to construct virtual environments of prehistoric sites, allowing people to learn and enjoy them with flexibility. However, in the context of learning, its use is still quite limited due to general features. Therefore, it is necessary to develop applications with more complete and interactive learning features. The aim of this study is to develop a web-based Si-VirPraJa (Prehistoric Virtual Site) application. We employed research and development (R&D) to achieve the objectives of the research. Furthermore, we used the ADDIE development model, which includes analysis, design, development, implementation, and evaluation. We initiated the research by conducting a needs analysis study of the Si-VirPraJa App as expected by students and teachers. The needs analysis results formed the foundation for designing the application’s initial stage. Learning media experts tested it and provided assessments, suggestions, and comments. The Si-VirPraJa app, refined based on assessment results, suggestions, and comments from media experts, is implemented in a trial class to gather feedback from students and teachers. The findings suggested that students need a virtual tour-based application to study prehistoric sites in Indonesia. This necessary application must also include multiple features that facilitate learning. The findings from validation tests conducted by experts and trials class that the Si-VirPraJa application is viable for use as a learning media. The impact of using this application for learning is evident in students’ enhanced self-learning ability, improved comprehension of the material, and the generation of engaging and meaningful learning experiences.
- 12 December 2023
- Published by International Association of Online Engineering (IAOE) in International Journal of Interactive Mobile Technologies (iJIM)
- Vol. 17 (23) , 140-152
Open AccessSi-VirPraJa: Using an Immersive Technology to Learn Prehistoric Sites in Indonesia
Nowadays, studying prehistoric sites in Indonesia has become convenient because of the touch of technology. We no longer need to spend money, time, and energy to visiting the sites in person. Virtual Reality (VR) is the commonly used immersive technology for virtualizing prehistoric sites. Cutting-edge research is utilizing Virtual Reality (VR) technology to construct virtual environments of prehistoric sites, allowing people to learn and enjoy them with flexibility. However, in the context of learning, its use is still quite limited due to general features. Therefore, it is necessary to develop applications with more complete and interactive learning features. The aim of this study is to develop a web-based Si-VirPraJa (Prehistoric Virtual Site) application. We employed research and development (R&D) to achieve the objectives of the research. Furthermore, we used the ADDIE development model, which includes analysis, design, development, implementation, and evaluation. We initiated the research by conducting a needs analysis study of the Si-VirPraJa App as expected by students and teachers. The needs analysis results formed the foundation for designing the application’s initial stage. Learning media experts tested it and provided assessments, suggestions, and comments. The Si-VirPraJa app, refined based on assessment results, suggestions, and comments from media experts, is implemented in a trial class to gather feedback from students and teachers. The findings suggested that students need a virtual tour-based application to study prehistoric sites in Indonesia. This necessary application must also include multiple features that facilitate learning. The findings from validation tests conducted by experts and trials class that the Si-VirPraJa application is viable for use as a learning media. The impact of using this application for learning is evident in students’ enhanced self-learning ability, improved comprehension of the material, and the generation of engaging and meaningful learning experiences.