Systematic Literature Review: Pemanfaatan Virtual Reality sebagai Media Pembelajaran terhadap Motivasi Belajar Siswa
DOI:
https://doi.org/10.36312/ej.v6i2.2738Keywords:
Virtual Reality, Media Pembelajaran, Motivasi BelajarAbstract
Penelitian ini bertujuan mengkaji pemanfaatan teknologi Virtual Reality (VR) sebagai media pembelajaran dalam meningkatkan motivasi belajar siswa. Metode yang digunakan adalah Systematic Literature Review (SLR) dengan pendekatan PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses), yang meliputi tiga tahapan: identifikasi, skrining, dan inklusi. Pada tahap identifikasi, sebanyak 400 artikel dikumpulkan dari database Google Scholar dan Scopus (periode 2019–2024). Tahap skrining dilakukan dengan menghapus duplikasi dan menyeleksi berdasarkan judul serta abstrak, menghasilkan 180 artikel untuk penilaian teks penuh. Pada tahap inklusi, setelah evaluasi kelayakan, dipilih 10 artikel akhir yang dianalisis secara mendalam. Hasil sintesis menunjukkan bahwa penerapan VR secara konsisten memberikan pengaruh signifikan terhadap peningkatan motivasi belajar di berbagai jenjang pendidikan, dari Sekolah Dasar hingga Perguruan Tinggi. VR mampu menciptakan pengalaman belajar yang imersif, interaktif, dan menarik, meningkatkan motivasi intrinsik, memperkaya pengalaman kognitif, memperkuat kepercayaan diri, dan mendorong keterlibatan aktif siswa. Dengan demikian, VR berpotensi menjadi media pembelajaran inovatif yang strategis dalam mengatasi rendahnya motivasi belajar, terutama pada materi yang bersifat abstrak dan kompleks.
Systematic Literature Review: The Use of Virtual Reality as a Learning Media for Student Learning Motivation
Abstract
This study aims to examine the utilization of Virtual Reality (VR) technology as an instructional medium to enhance students' learning motivation. A Systematic Literature Review (SLR) was conducted using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) approach, encompassing three stages: identification, screening, and inclusion. In the identification phase, 400 articles were retrieved from Google Scholar and Scopus databases (2019–2024). The screening phase involved removing duplicates and selecting articles based on titles and abstracts, resulting in 180 articles for full-text evaluation. In the inclusion phase, after a thorough eligibility assessment, 10 articles were selected for in-depth analysis. The synthesis of these studies demonstrates that the application of VR consistently exerts a significant positive impact on enhancing students' learning motivation across various educational levels, from elementary to higher education. VR fosters immersive, interactive, and engaging learning experiences, thereby boosting intrinsic motivation, enriching cognitive engagement, strengthening self-confidence, and promoting active student participation. Consequently, VR holds substantial potential as an innovative instructional medium to address low learning motivation, particularly in abstract and complex subject matter.
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