The Transformational Impact of Virtual Reality Technology on High School Students’ Motivation and Learning Outcomes in Indonesia
Keywords:
Guidance and Counseling; High School; Learning Outcomes; Motivation; Transformational; Virtual RealityAbstract
Lack of motivation and low student learning outcomes in Guidance and Counseling subjects in underdeveloped areas. The urgency of developing Virtual Reality (VR) digital technology in educational transformation that is able to provide interactive and real-based learning. The aim is to analyze the effect of the use of VR technology on learning motivation and learning outcomes of high school students in Guidance and Counseling subjects. The research approach is quantitative survey method. The number of samples is 260 respondents, consisting of 200 students, 40 teachers, 10 vice principals, and 10 high school principals in Banjarmasin, sampling using proportional stratified random sampling techniques. Data-collection techniques using questionnaires with a Likert scale and documentation of student academic grades. The results show that the use of VR has a positive and significant effect on student learning motivation, with a path coefficient of 0.768; CR 7.893; p value of 0.000, and an effect on learning outcomes with a coefficient of 0.541; CR 5.228; p value of 0.000. Learning motivation also has an effect on learning outcomes with a coefficient of 0.473; CR 4.987; p value 0.000. VR was found to be effective in increasing students' interactivity, engagement, learning experience, and conceptual understanding. In conclusion, VR technology is an effective digital learning innovation in improving the quality of high school learning in underdeveloped areas in Guidance and Counseling. The implication is that the development of VR-based learning media is an educational transformation that has begun to be implemented in underdeveloped areas.
https://doi.org/10.26803/ijlter.25.7.49
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