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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) · pp. 185–192

DOI
10.15294/jvce.v9i2.29434
ISSN
2503-2305, 2339-0344
Published
2024-12-31
Publisher
Universitas Negeri Semarang
Language
eng

Abstract

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.

Keywords

Collaboration network of the authors

40 authors · 150 co-authorship links · showing the 40 most connected

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • University of Brawijaya
  • State University of Semarang
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Eko SupraptonoAffiliation unknown11
Ade Novi Nurul IhsaniAffiliation unknown8
Sri Endah WahyuningsihAffiliation unknown7
Samsudin AnisAffiliation unknown6
Bambang SugiyartoAffiliation unknown4
Dwi WidjanarkoAffiliation unknown4
Virgiawan Adi KristiantoAffiliation unknown3
Rini KusumawardaniAffiliation unknown3
Muhammad KhumaediAffiliation unknown3
Adhi KusumastutiAffiliation unknown3
Noor HudallahAffiliation unknown2
Basyirun BasyirunAffiliation unknown2
Muhammad Nur FuadAffiliation unknown2
Sri HandayaniUniversity of Brawijaya2
Ulfah Mediaty AriefState University of Semarang2
Dwi WijanarkoAffiliation unknown2
Sri SukamtaAffiliation unknown2
Harianingsih HarianingsihAffiliation unknown1
Savira Rinda ErlianaAffiliation unknown1
Isnina Noor UbayAffiliation unknown1
Indra Sakti PangestuAffiliation unknown1
Mohammad Pujo SiswoyoAffiliation unknown1
Ely RudyatmiAffiliation unknown1
Shohihatur RohmanAffiliation unknown1
Denny Firman SetiyantoAffiliation unknown1
Pramaditya Putra Komala DewaAffiliation unknown1
Pedro AndhikaAffiliation unknown1
Nelly Setyowati AnggraeniAffiliation unknown1
Delta ApriyaniAffiliation unknown1
Retno MarlangenAffiliation unknown1
Dewi MasrurohAffiliation unknown1
Bambang Sugeng SuryatnaAffiliation unknown1
Galang Wahid KurniawanAffiliation unknown1
Muhammmad KhumaediAffiliation unknown1
Mohamad IrfanAffiliation unknown1
Sonhaji SonhajiAffiliation unknown1
Ardhana Luthfi HidayattullahAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/jvce/oai, first harvested 6 Nov 2026, last seen 8 Nov 2026.
Original metadata (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>
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	<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>
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