PENGEMBANGAN MEDIA VIRTUAL REALITY TERINTEGRASI PROBLEM BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN ANALISIS SISWA SMK
DOI:
https://doi.org/10.51878/edutech.v6i3.12583Keywords:
Analisis, Problem-Based Learning, Virtual Reality.Abstract
The absence of concrete visualization regarding data distribution flows in computer network topology concepts frequently causes spatial misconceptions that hinder vocational high school students' analytical skills. This Research and Development study applying the ADDIE model aimed to design a Virtual Reality (VR) media product named VRNet Topology integrated with Problem-Based Learning (PBL) and test its effectiveness. The research subjects comprised 38 tenth-grade Computer and Network Engineering students at a vocational high school in Bandung using a Pre-Experimental One-Group Pretest-Posttest design. Data were analyzed using the Shapiro-Wilk test, Wilcoxon Signed-Rank test, and Normalized Gain (N-Gain) index. Expert validation confirmed the product's feasibility with a score of 71 percent (feasible). The Wilcoxon test yielded a significance value of 0.000 (p < 0.05), proving a significant improvement in analytical skills. The average overall N-Gain index was 0.38 (moderate category), with sub-indicator achievements of 0.56 for differentiating, 0.33 for organizing, and 0.12 for attributing. The main conclusion confirms that PBL-based VR media is feasible and effective as an innovative learning instrument to enhance vocational students' analytical skills.
ABSTRAK
Ketiadaan visualisasi konkret mengenai alur distribusi data pada materi topologi jaringan komputer sering memicu miskonsepsi spasial yang menghambat kemampuan analisis peserta didik SMK. Penelitian pengembangan (Research and Development) dengan model ADDIE ini bertujuan merancang produk media Virtual Reality (VR) bernama VRNet Topology terintegrasi Problem-Based Learning (PBL) serta menguji efektivitasnya. Subjek penelitian melibatkan 38 peserta didik kelas X Teknik Komputer dan Jaringan di salah satu SMK di Bandung menggunakan desain Pre-Experimental One-Group Pretest-Posttest. Data dianalisis melalui uji Shapiro-Wilk, uji Wilcoxon Signed-Rank, dan indeks Normalized Gain (N-Gain). Hasil validasi ahli mengonfirmasi kelayakan produk dengan persentase 71 persen (layak). Uji Wilcoxon menghasilkan nilai signifikansi 0,000 (), yang membuktikan adanya peningkatan kemampuan analisis secara signifikan. Rata-rata indeks N-Gain akumulatif sebesar 0,38 (kategori sedang), dengan capaian sub-indikator differentiating sebesar 0,56, organizing sebesar 0,33, dan attributing sebesar 0,12. Simpulan utama menegaskan bahwa media VR terintegrasi PBL terbukti layak dan efektif sebagai instrumen pembelajaran inovatif untuk meningkatkan kemampuan analisis peserta didik SMK.
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