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Implementation of Virtual Reality Media with MilleaLab Platform in Computational Thinking Competence

Journal of Vocational and Career Education · Vol. 9 No. 2 (2024) · hlm. 185–192

DOI
10.15294/jvce.v9i2.29434
ISSN
2503-2305, 2339-0344
Terbit
2024-12-31
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

The advancement of digital technology requires sufficient computational cognitive skills, particularly in high school Computer Science subjects. However, there is a gap between these demands and the current computational thinking abilities of students, which remain relatively low. This study aims to develop effective learning media to enhance the computational cognitive skills of high school students in Computer Science subjects. The research method focuses on the development of virtual reality media using the Millealab platform, accessible through Android devices. The feasibility, practicality, and effectiveness of the media were tested through validation by media experts (Millealab) and subject matter experts (Computer Science teachers from SMAN 1 Cigombong), along with trials conducted with teachers. Results from the media expert validation showed an average score of 4.44 (highly feasible), while the subject matter expert received an average score of 3.57 (feasible). The practicality test conducted by users (teachers and students) resulted in an average score of 90.97% (highly practical). The effectiveness test, based on pretests and posttests, revealed a significant improvement in the cognitive performance of students. This study concludes that the developed virtual reality media is highly feasible, very practical, effective, and significantly improves the computational cognitive skills of students, especially in the computational thinking aspect of Computer Science. The development of comprehensive virtual reality-based learning media for Computer Science offers an innovative solution to address the gap in computational thinking abilities, providing an immersive learning experience and contributing positively to the quality of education.

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  • University of Brawijaya
  • State University of Semarang
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Rekan penulisOrganisasiArtikel bersama
Eko SupraptonoAfiliasi tidak diketahui10
Ade Novi Nurul IhsaniAfiliasi tidak diketahui8
Sri Endah WahyuningsihAfiliasi tidak diketahui7
Samsudin AnisAfiliasi tidak diketahui6
Bambang SugiyartoAfiliasi tidak diketahui4
Dwi WidjanarkoAfiliasi tidak diketahui4
Virgiawan Adi KristiantoAfiliasi tidak diketahui3
Rini KusumawardaniAfiliasi tidak diketahui3
Muhammad KhumaediAfiliasi tidak diketahui3
Adhi KusumastutiAfiliasi tidak diketahui3
Noor HudallahAfiliasi tidak diketahui2
Basyirun BasyirunAfiliasi tidak diketahui2
Muhammad Nur FuadAfiliasi tidak diketahui2
Sri HandayaniUniversity of Brawijaya2
Ulfah Mediaty AriefState University of Semarang2
Dwi WijanarkoAfiliasi tidak diketahui2
Sri SukamtaAfiliasi tidak diketahui2
Harianingsih HarianingsihAfiliasi tidak diketahui1
Savira Rinda ErlianaAfiliasi tidak diketahui1
Isnina Noor UbayAfiliasi tidak diketahui1
Indra Sakti PangestuAfiliasi tidak diketahui1
Mohammad Pujo SiswoyoAfiliasi tidak diketahui1
Ely RudyatmiAfiliasi tidak diketahui1
Shohihatur RohmanAfiliasi tidak diketahui1
Denny Firman SetiyantoAfiliasi tidak diketahui1
Pramaditya Putra Komala DewaAfiliasi tidak diketahui1
Pedro AndhikaAfiliasi tidak diketahui1
Nelly Setyowati AnggraeniAfiliasi tidak diketahui1
Delta ApriyaniAfiliasi tidak diketahui1
Retno MarlangenAfiliasi tidak diketahui1
Dewi MasrurohAfiliasi tidak diketahui1
Bambang Sugeng SuryatnaAfiliasi tidak diketahui1
Galang Wahid KurniawanAfiliasi tidak diketahui1
Muhammmad KhumaediAfiliasi tidak diketahui1
Mohamad IrfanAfiliasi tidak diketahui1
Sonhaji SonhajiAfiliasi tidak diketahui1
Ardhana Luthfi HidayattullahAfiliasi tidak diketahui1

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/jvce/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 6 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Implementation of Virtual Reality Media with MilleaLab Platform in Computational Thinking Competence</dc:title>
	<dc:creator xml:lang="en">Handoko, Dwi </dc:creator>
	<dc:creator xml:lang="en">Sutopo, Yeri </dc:creator>
	<dc:creator xml:lang="en">Qudus, Nur </dc:creator>
	<dc:subject xml:lang="en">Virtual Reality; Computa-tional Thinking; Learning Media; Computer Science</dc:subject>
	<dc:description xml:lang="en">The advancement of digital technology requires sufficient computational cognitive skills, particularly in high school Computer Science subjects. However, there is a gap between these demands and the current computational thinking abilities of students, which remain relatively low. This study aims to develop effective learning media to enhance the computational cognitive skills of high school students in Computer Science subjects. The research method focuses on the development of virtual reality media using the Millealab platform, accessible through Android devices. The feasibility, practicality, and effectiveness of the media were tested through validation by media experts (Millealab) and subject matter experts (Computer Science teachers from SMAN 1 Cigombong), along with trials conducted with teachers. Results from the media expert validation showed an average score of 4.44 (highly feasible), while the subject matter expert received an average score of 3.57 (feasible). The practicality test conducted by users (teachers and students) resulted in an average score of 90.97% (highly practical). The effectiveness test, based on pretests and posttests, revealed a significant improvement in the cognitive performance of students. This study concludes that the developed virtual reality media is highly feasible, very practical, effective, and significantly improves the computational cognitive skills of students, especially in the computational thinking aspect of Computer Science. The development of comprehensive virtual reality-based learning media for Computer Science offers an innovative solution to address the gap in computational thinking abilities, providing an immersive learning experience and contributing positively to the quality of education.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2024-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/jvce/article/view/29434</dc:identifier>
	<dc:identifier>10.15294/jvce.v9i2.29434</dc:identifier>
	<dc:source xml:lang="en">Journal of Vocational and Career Education; Vol. 9 No. 2 (2024): December 2024; 185-192</dc:source>
	<dc:source>2503-2305</dc:source>
	<dc:source>2339-0344</dc:source>
	<dc:source>10.15294/jvce.v9i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/jvce/article/view/29434/4779</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2025 Journal of Vocational and Career Education</dc:rights>
</oai_dc:dc>