Teaching Management of Islamic Religion Education Based on Virtual Reality at Junior High School
Abstract
Keywords
Full Text:
PDFReferences
Akcayir, G., & Akçayır, M. (2018). The flipped classroom: A Review Of Its Advantages And Challenges. Computers & Education, 10.1016/j.compedu.2018.07.021
Alam, A., & Mohanty, A. (2023). Implications Of Virtual Reality (VR) For School Teachers and Instructional Designers: An Empirical Investigation. Cogent Education, 10:2, 2260676, DOI: 10.1080/2331186X.2023.2260676.
Alha, K., Leorke, D., Koskinen, E., & Paavilainen, J. (2023). Augmented Play: An Analysis Of Augmented Reality Features In Location-Based Games. Convergence, 342-361. https://doi.org/10.1177/13548565231156495.
Allen, S. J., & Edelson, S. A. (2024). Brave New Classroom: Navigating Educational Technology in Management Education. Journal of Management Education, 603 –609 https://orcid.org/0000-0002-8396-3261.
Alrehaili, E. A., & Al Osman, H. (2022). A Virtual Reality Role-Playing Serious Game for Experiential Learning. Interactive Learning Environments, 922–935. DOI:10.1080/10494820.2019.1703008.
An Integrative Debate On Learning Styles And The Learning Process. (n.d.).
Araiza-Alba, P., Keane, T., & Kaufman, J. (2022). Are We Ready for Virtual Reality In K–12 Classrooms? Technology, Pedagogy & Education, 471–491. https://doi.org/10.1080/1475939X.2022.2033307.
Arevalo, J., Mitchel, S., & Rands, G. (2020). Guest editors’ introduction to the special issue: Sustainability in management education. Journal of Management Educatio, 683–698.
Arsadhana, I. W., Dewi, N. K., & Putri, N. K. (2022). Aplikasi Pembelajaran Berbasis Virtual Reality Sebagai Inovasi Pendidikan Berkelanjutan Di Era Society 5.0. Prosiding Webinar Nasional Pekan Ilmiah Pelajar (PILAR), 736–740.
Asfiati. (2020). Visualisasi dan Virtualisasi Pembelajaran Pendidikan Agama Islam Versi Program Merdeka Belajar Dalam Tiga Era (Revolusi Industri 5.0, Era Pandemi Covid-19 dan Era New Normal). Jakarta: Kencana.
Baba, M. A. (2021). Analisis Data Penelitian Kualitatif. Makasar:Aksara .
Baragash, R. S., Al-Samarraie, H., Moody, L., & Zaqout, F. (2022). Augmented Reality and Functional Skills Acquisition Among Individuals with Special Needs: A Meta-Analysis Of Group Design Studies. Journal of Special Education Technology, 74–81. https://doi.org/10.1177/0162643420910413.
Batubara, H. H. (2021). Media Pembelajaran Digita. Bandung: PT. Rosdakarya.
Carneiro, A. (2004). Teaching management and management educators: Some considerations. Management Decision - MANAGE DECISION, 430-438. DOI. 10.1108/00251740410521800.
Çelik, B. (2022). The Effects Of Computer Simulations On Students’ Science Process Skills: Literature Review. Canadian Journal of Educational and Social Studies, 16–28. https://doi.org/10.53103/cjess.v2i1.17.
Chang, E., Kim, H. T., & Yoo, B. (2020). Virtual Reality Sickness: A Review of Causes and Measurements. International. Journal of Human–Computer Interaction, 1658–1682. https://doi.org/10.1080/10447318.2020.1778351.
Coban, M., Bolat, Y. I., & Goksu, I. (2022). The Potential Of Immersive Virtual Reality To Enhance Learning: A Meta-Analysis. Educational Research Review, https://doi.org/10.1016/j.edurev.2022.100452.
Corcoran, B. (2023). The EdTech Challeng. Encyclopedia Britannica, https://www.britannica.com/topic/EdTech-Challenge-The-2120108.
Craig C. A., P. S. (2022). The role of STEM-based sustainability in business and management curricula: Exploring cognitive and affective outcomes in university students. Journal of Management Education, 656–684. https://doi.org/10.1177/10525629211056316.
Creswell, J. (2018). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. SAGE Publications.
Cuevas, J. (2015). Is learning styles-based instruction effective? A comprehensive analysis of recent research on learning styles. Theory and Research in Education, 308-333. https://doi.org/10.1177/1477878515606621.
Dantas, A., & Cunha, A. (2023). An Integrative Debate On Learning Styles And The Learning Process. Social Science and Humanities Open, https://doi.org/10.1016/j.ssaho.2020.100017.
Darojat, M. A., Ulfa, S., & Wedi, A. (2022). Pengembangan Virtual Reality Sebagai Media Pembelajaran Sistem Tata Surya. Jktp: Jurnal Kajian Teknologi Pendidikan, 91–99. https://doi.org/10.17977/um038v5i12022p091.
Doerner, R., Broll, W., Jung, B., Grimm, P., Göbel, M., & Kruse, R. (2022). Introduction to Virtual and Augmented Reality. In: Doerner, R., Broll, W., Grimm, P., Jung, B. (eds) Virtual and Augmented Reality (VR/AR. Springer, Cham, https://doi.org/10.1007/978--3-030-79062-2_1.
Efendi, Y., Muzawi, R., Rio, U., & Lusiana, L. (2021). Aplikasi 3D VR Class Sebagai Inovasi Media Pembelajaran Ditengah Pandemik. Jurnal Teknologi Dan Sistem Informasi, https://doi.org/10.47233/jteksis.v3i2.304 Bi.
Ein Maria Olfa, P. (2022). Pengaruh Model Belajar MURDER Terhadap Penguasaan Peserta Didik di Tunas Harapan Tembilahan. Al-Mutharahah, http://ojs.diniyah.ac.id/index.php/Al-Mutharahah.
Fadda, D., Pellegrini, M., Vivanet, G., & Zandonella Callegher, C. (2022). Effects of Digital Games On Student Motivation In Mathematics: A meta-analysis in K-12. Journal of Computer Assisted Learning, 304–325. https://doi.org/10.1111/jcal.12618.
Falloon, G. (2020). From Digital Literacy To Digital Competence: The Teacher Digital Competency (TDC) Framework. Education Tech Research Dev, 2449–2472.https://doi.org/10.1007/s11423-020-09767-4.
Fauziyah, D., & Mulyani, P. (2024). Development and Evaluation of a Digital Pop-Up Book on the Concept of Force for Fourth-Grade Science. Jurnal Penelitian Pendidikan IPA, 3721-3730. 10.29303/jppipa.v10i7.7770.
Febriana, D. A., & Subhan Pamungkas, A. (2023). Pengembangan Media Pembelajaran Virtual Reality Berbantu Millea Lab Pada Mata Pelajaran Matematika Di Sekolah Dasar. Jurnal Pendidikan Dasar, 329-340. DOI:10.46368/jpd.v11i2.926.
Fernández-Gutiérrez, M. G., & Calero, J. (2020). Is The Use Of ICT In Education Leading To Higher Student Outcomes? Analysis from the Spanish Autonomous Communitie. Computers & Education, https://doi.org/10.1016/j.compedu.2020.1039.
Fielding, K., & Murcia, K. (2022). Research Linking Digital Technologies To Young Children’s Creativity: An Interpretive Framework And Systematic Review. Issues in Educational Research, 105–125. http://www.iier.org.au/iier32/fielding-abs.htm.
Franklin, H., & Harrington, I. (2019). A Review into Effective Classroom Management and Strategies for Student Engagement: Teacher and Student Roles in Today’s Classrooms. . Journal of Education and Training Studies, 10.11114/jets.v7i12.4491. .
Garzón, J. B., & Pavón, J. (2020). How Do Pedagogical Approaches Affect the Impact Of Augmented Reality On Education? A Meta-Analysis and Research Synthesi. Educational Research Review, https://doi.org/10.1016/j.edurev.2.
Griffin, R., Hanna, A., Smith, T., & Kirkman, B. (2022). How Bad Leaders Impact Organizational Effectiveness. in book: Overcoming Bad Leadership in Organizations, 224-250. Doi, 10.1093/oso/9780197552759.003.0012.
Haddock, L., Rivera, J., & O’Brien, B. C. (2023). Learning Together: Co-Learning Among Faculty and Trainees In The Clinical Workplace. Academic Medicin, 228–236. https://doi.org/10.1097/ACM.0000000000004836.
Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022). Understanding The Role of Digital Technologies In Education: A Review. Sustainable Operations and Computers, 275–285. https://doi.org/10.1016/jsusoc.2022.05.004.
Hamad, A., & Jia, B. (2022). How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations. International Journal of Environmental Research and Public Health, 11278. 10.3390/ijerph19181127.
Harder, J. (2023). What Is Virtual Reality And How Does It Work. Robots.Net, https://robots.net/tech/what-is-virtual-reality-and-how-does-it-work/.
Hoffman, A. (2021). Business education as if people and the planet really matte. Strategic Organization 1, 513–525. https://doi.org/10.1177/1476127020967638.
Hope A, C. P., & Myers, J. (2020). Experiential learning for responsible management education Moosmayer DC, Laasch O, Parkes C, et al. (eds) The SAGE Handbook of Responsible Management. London: SAGE, 266–279.
Hubbard, T. D., & Aguinis, H. (2023). Conducting phenomenon-driven research using virtual reality and the metaverse. Academy of Management Discoveries, 408–415. https://doi.org/10.5465/amd.2023.0031.
Jaya, H. (2022). Konsep Dan Desain Virtual Reality: Untuk Program Pelatihan Sekolah Menengah Kejuruan. Malang: UNM.
Lacoma, T. (2023). What is VR? Digitaltrend, https://www.digitaltrends.com/computing/what-is-vr-all-the-basics-of-virtual-reality/.
Lidianti, D., Putra, P., Oktadini, N., & Meiriza, A. &. (2022). Pemanfaatan Teknologi Augmented Reality Dalam Pembelajaran Huruf Hijaiyah dan Makhorijul Huruf. TelKa, 67-76. DOI,.10.36342/teikav12i02.2941.
Likens, S., & Mower, A. (2022). What Does Virtual Reality and The Metaverse Mean For Training? PwC. https://www.pwc.com/us/en/tech-effect/emerging-tech/virtual reality-study.html.
Lowood, H. E. (2024). Virtual Reality. Encyclopedia Britannica, https://www.britannica.com/technology/virtual-reality.
Mihelj, S., Leguina, A., & Downey, J. (2019). Culture is digital: Cultural participation, diversity and the digital divid. New Media & Society, 1465-1485. https://doi.org/10.1177/1461444818822816.
Mudrika, P., Syaifuddin, M., & Azmi, R. (2024). HOTS Critical Thinking and Math Problem-Solving Skills on Wordwall-Assisted Problem-Based Learning Mode. European Journal of Education and Pedagogy, 44-50. 10.24018/ejedu.2024.5.3.835.
Muhammad, I., Marchy, F., Rusyid, H., & Dasari, D. (2022). Analisis Bibliometrik: Penelitian Augmented Reality Dalam Pendidikan Matematika. Jurnal Ilmiah Pendidikan Matematika, 11. 141. 10.25273/jipm.v11i1.13818.
Niati, W. (2020). Peran Guru PAUD dalam Menstimulasi Perkemangan Bahasa Anak pada Kelompok B Usia 5-6 Tahun di TK Darma Wanita Kab. Seluma. Al Fitrah Journal OEarly Childhood Islamic Education, https://ejournal.iainbengkulu.ac.id/index.php/alfitrah/article/view.
Paavilainen, J., Korhonen, H., Alha, K., Stenros, J., Koskinen, E., & Mäyrä, F. (2017). The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream. CHI Conference, 2493-2498. 10.1145/3025453.3025871.
Paíno Ambrosio, A., & Rodríguez Fidalgo, M. I. (2020). Past, Present And Future Of Virtual Reality: Analysis Of Its Technological Variables And Definitions. Culture & History Digital Journal, 10-2253. 10.3989/chdj.2020.010.
Pan, X., & Hamilton, A. F. (2018). Why And How To Use Virtual Reality To Study Human Social Interaction: The Challenges Of Exploring A New Research Landscape. British Journal of Psychology, 395–417. 109(9) DOI:10.1111/bjop.12290.
Passig, D., Tzuriel, D., & Eshel-Kedmi, G. (2022). Improving Children's Cognitive Modifiability By Dynamic Assessment In 3D Immersive Virtual Reality Environments. Computers & Education, 296-308. https://doi.org/10.1016/j.compedu.2016.01.009.
Puspawati, D., & Suyadi, S. (2022). Teknologi Augmented Reality dalam Mengembangkan Kreativitas pada Anak Usia Dini pada Masa Covid-19. Aulad: Journal on Early Childhood, 5(1),, 87–92. https://doi.org/10.31004/aulad.v5i1.324.
Ramadhan, S., Sukma, E., & Indriyani, V. (2019). Teacher competence in utilizing digital media literacy in education. Journal of Physics: Conference Series, 10.1088/1742-6596/1339/1/012111.
Refdinal. (2022). Teknologi Augmented Reality dan Virtua Reality dalam Media Pembelajaran. Depok: Rajawali Pers.
Refdinal, R., Adri, J., Prasetya, F., Tasrif, E., & Anwar, M. (2023). Effectiveness of Using Virtual Reality Media for Students' Knowledge and Practice Skills in Practical Learning.JOIV: International Journal on Informatics Visualization, DOI:10.30630/joiv.7.3.2060.
Rodolico, G., & Hirsu, L. (2023). Virtual Reality in education: supporting new learning experiences by developing self-confidence of Postgraduate Diploma in Education (PGDE) student-teachers. Educational Media Internationa, 92–108. https://doi.org/10.1080/09523987.2023.2262195.
Scavarelli, A. A., & Teather, R. J. (2020). Virtual reality and augmented reality in social learning spaces. A literature review Virtual Reality, 257–277. https://doi.org/10.1007/s10055-020-00444-8.
Setyawan, M. D., El Hakim, L., & Aziz, T. A. (2023). Kajian Peran Virtual Reality (VR) Untuk Membangun Kemampuan Dialogis Siswa Dalam Pembelajaran Matematika. Jurnal Pendidikan, 12-130. Doi: 10.36418/japendi.v4i02.1592.
Smith, C., & Cardaciotto, L. (2011). Is Active Learning Like Broccoli? Student Perceptions of Active Learning in Large Lecture Classes. Journal of the Scholarship of Teaching and Learning, 11.
Socrates, T., & Mufit, F. (2022). Efektivitas Penerapan Media Pembelajaran Fisika Berbasis Augmented Reality: Studi Literatur. EduFisika: Jurnal Pendidikan Fisika., 96-101. 10.59052/edufisika.v7i1.19219.
Staff, C. (2924). A Brief History of Virtual Reality: Major Events and Ideas. Coursera.
Steinbauer, R. (2024). Teaching Students About Workplace Harassment by Letting Them Experience it in a Virtual Reality Environment. Journal of Management Education, 671 –707 DOI: 10.1177/10525629231225735.
Stoner, J. A. (1995). Management. Pearson Education. London: Cambridge Un iversity Press.
Straus, A. L. (1987). Qualitative Analysis for Social Scientists. London: Cambridge Un iversity Press.
Sugiyono. (2014). Metodologi Penelitian Kuantitatif, Kualitatif dan R & D. Bandung: Alfabeta.
Sungkono, S., Apiati, V., & Santika, S. (2022). Media Pembelajaran Berbasis Teknologi Augmented Reality. Jurnal Pendidikan Matematika., 459-470. 10.31980/mosharafa.v11i3.1534.
Sutianiwijaya, T. (2020). Pengaruh Motivasi Kerja dan Kompetensi Guru terhadap Kinerja Guru SD di Gugus Nanggala Ciranjang Cianjur. Jurnal Universitas Pasudan, http://repository.unpas.ac.id/48115/
Tafonao, T. (2018). Peranan Media Pembelajaran Dalam Meningkatkan the Role of Instructional Media To Improving. Komunikasi Pendidikan, DOI:10.32585/jkp.v2i2.113.
Tang, X., Zainal, S., & Li, Q. (2023). Multimedia Use and Its Impact On The Effectiveness Of Educators: A Technology Acceptance Model Perspectiv. Humanit Soc Sci Commun, https://doi.org/10.1057/s41599-023-02458-4.
Timotheou, S., Miliou, O., & Dimitriadis, Y. e. (2023). Impacts of digital technologies on education and factors influencing schools' digital capacity and transformation: A literature review. Educ Inf Technol, 6695–6726 (2023). https://doi.org/10.1007/s10639-02 .
Tsaaqib, A. B., & Endahwuri, D. (2022). Efektivitas Penggunaan Media Pembelajaran Virtual Reality (Vr) Pada Materi Trigonometri Terhadap Motivasi Dan Hasil Belajar Matematika Siswa SM. JIPMat, 11–19. DOI: https://doi.org/10.26877/jipmat.v7i1.9950.
Unwin, D., & McAleese, R. (1978). U. In: The Encyclopaedia of Educational Media Communications and Technology. London: Palgrave Macmillan.
Velev, D., & Zlateva, P. (2017). Virtual Reality Challenges in Education and Training. International Journal of Learning and Teaching, 33-37. Doi.10.18178/ijlt.3.1.33-37
Yakubova, G. K., & Cusworth, Z. (2021). Practitioners’ attitudes and perceptions toward the use of augmented and virtual reality technologies in the education of students with disabilities. Journal of Special Education Technology, 286–296. https://doi.org/10.1177/01626434211004445.
Yang, H., Cai, M., Diao, Y., Liu, R., Liu, L., & Xiang, Q. (2023). How Does Interactive Virtual Reality Enhance Learning Outcomes Via Emotional Experiences? A Structural Equation Modeling Approach. Frontiers in Psychology, 1–16. https://doi.org/10.3389/fpsyg.
Yuniati, S., & Prayoga, S. (2019). Pengaruh Manajemen Perencanaan Pembelajaran Terhadap Kinerja Guru SMA Negeri di Kota Mataram. Jurnal Kependidikan, 133-140. https://doi.org/10.33394/jk.v5i2.1811.
DOI: https://doi.org/10.35445/alishlah.v16i4.6183
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 Sudiro Sudiro, Munjin Munjin
Al-Ishlah Jurnal Pendidikan Abstracted/Indexed by:
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.