Pemanfaatan Teknologi Virtual Reality dalam Meningkatkan Literasi dan Numerasi Siswa Sekolah Dasar melalui Pembelajaran Digital
DOI:
https://doi.org/10.35194/je.v6i1.5001Keywords:
Digitalisasi, Kosakata Literasi, Numerasi, Pelajar Usia ini, Virtual Reality, Digitalization, Literacy Vocabulary, Numeracy, This Age Learners, Virtual Reality.Abstract
AbstrakPengabdian ini bertujuan mengimplementasikan media Virtual Reality (VR) dalam pengajaran numerasi dan literasi bahasa Inggris bagi siswa sekolah dasar. Kegiatan ini menjadi wadah nyata dalam peningkatan literasi, numerasi, dan digitalisasi pembelajaran pasca pandemi Covid-19, selaras dengan program kerja KKN Desa Cerdas Karangnunggal Cibeber. Metode yang digunakan adalah pendampingan dengan tiga tahap: 1) persiapan pendampingan: identifikasi masalah, 2) pelaksanaan pendampingan: kegiatan pembelajaran dan non-pembelajaran, 3) evaluasi pendampingan. Mitra kegiatan adalah SDN Pasir Maris, Kecamatan Cibeber, khusunya siswa kelas 3 dan 4. Pengumpulan data dilakukan melalui observasi praktik mengajar menggunakan media VR. Temuan akhir menunjukkan bahwa teknologi VR dapat diimplementasikan dalam bentuk game edukatif pada platform Android menggunakan Unity 3D, dan efektif sebagai strategi peningkatan kualitas pembelajaran yang mendorong siswa lebih aktif dan komunikatif.
Abstract
This service aims to implement Virtual Reality (VR) media to support the teaching numeracy and literacy of English for elementary students. It serves as a platform to improve school literacy and numeracy and supports digital learning post-Covid-19, aligned with the Karangnunggal Cibeber Smart Village KKN program. The method used is mentoring, consisting of: 1) mentoring preparation: problem identification, 2) mentoring implementation: learning and non-learning activities, 3) mentoringevaluation. The partner school is Pasir Maris State Elementary School, Cibeber District, grades 3 and 4. Data was collected through observations of teaching practices using VR media. Final findings show that VR technology can be implemented as an educational game on the Android platform using Unity 3D. This approach enhances teaching quality by making students more active and communicative during learning.
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