IMPROVING OCCUPATIONAL HEALTH AND SAFETY (K3) UNDERSTANDING THROUGH VR AND METAVERSE-BASED IMMERSIVE LEARNING
(1) Universitas Mataram
(2) Universitas Negeri Yogyakarta
(*) Corresponding Author
Abstract
Low understanding of Occupational Health and Safety (K3) among Vocational High School (SMK) students is often caused by limited practical facilities and the dominance of conventional teaching methods that fail to create contextual learning experiences. To address this gap, this study aims to develop and test the feasibility, practicality, and effectiveness of Virtual Reality (VR) and Metaverse-based educational media in improving students' K3 understanding. This study uses the Research and Development (R&D) method with the ADDIE model. The implementation and evaluation stages involved a Quasi-Experiment (Nonequivalent Control-Group Design) with 32 student subjects, divided into an Experimental Class (VR/Metaverse) and a Control Class (conventional). Feasibility and practicality were measured through response questionnaires (Likert scale), while effectiveness was analyzed using N-Gain and T-Tests (Independent and Paired Samples). The product was proven to be conceptually Feasible (validation score 3.62) and Empirically Very Practical (mean teacher score 3.91 and student score 3.48). Effectiveness test results showed the Experimental Class achieved a mean N-Gain of 0.67 (Moderately Effective category), far exceeding the Control Class (0.39). Independent T-Test (p=0.003) and Paired T-Test (p=0.000) consistently proved a significant improvement in K3 understanding in the VR and Metaverse media user group. VR and Metaverse-based educational media are effective and statistically significant in improving students' K3 understanding, while providing an innovative immersive learning solution that overcomes the limitations of practical infrastructure in vocational education environments.
Keywords
Full Text:
PDFReferences
Aprianty, R., & Astuti, E. T. (2024). Effectiveness of Project Based Learning Model with Canva Media Assisted in Islamic Education Learning. JIE (Journal of Islamic Education), 9(2), 754–764.
Branch, R. M., & Varank, İ. (2009). Instructional design: The ADDIE approach (Vol. 722). Springer.
Chenais, N., & Görgen, A. (2024). Designing immersive interfaces for clinical applications.
Demikhov, O., Opanasiuk, Y., Demikhova, N., & Merisalu, E. (2023). A digital transformation into occupational health and safety systems: a review of the best practices in Europe.
Elhussein, G., Leopold, T. A., & Zahidi, S. (2020). Schools of the future: Defining new models of education for the fourth industrial revolution. World Econ. Forum Rep, 2020, 1–33.
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 23(4), 447–459. https://doi.org/10.1007/s10055-019-00379-9
Gultom, S., Ampera, D., Khoir Amal, B., & Soleh Purba, A. (2021). Implementation Of Occupational Safety And Health (K3) For Students In Facing Pandemic. Volatiles & Essent. Oils, 8(4), 2633–2648. www.bpjsketenagakerjaan.go.id
Halamish, V., & Elias, D. (2022). Digital versus paper-based foreign-language vocabulary learning and testing: A study-test medium congruency effect. Computers & Education, 190, 104606. https://doi.org/10.1016/j.compedu.2022.104606
ILO. (2022). Safety and Health at Work: A Vision for Sustainable Prevention. Geneva.
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented Reality and Virtual Reality in Education: Public Perspectives, Sentiments, Attitudes, and Discourses. Education Sciences, 12(11), 798. https://doi.org/10.3390/educsci12110798
Liao, X., Kamsin, A., & Mohd Noor, N. F. B. (2025). The efficacy and safety of immersive virtual reality in children’s safety training: a systematic literature review. Interactive Learning Environments, 1–27.
Makransky, G., & Petersen, G. B. (2021). The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality. Educational Psychology Review, 33(3), 937–958. https://doi.org/10.1007/s10648-020-09586-2
Mayer, R. (2020). Multimedia Learning. Cambridge University Press. https://doi.org/10.1017/9781316941355
McLellan, H. (1994). Virtual reality and multiple intelligences: Potentials for higher education. Journal of Computing in Higher Education, 5(2), 33–66.
Menggo, S., Ndiung, S., & Midun, H. (2022). Integrating 21st-century skills in English material development: What do college students really need? Englisia: Journal of Language, Education, and Humanities, 9(2), 165–186.
Muzata, A. R., Singh, G., Stepanov, M. S., & Musonda, I. (2024). Immersive learning: A systematic literature review on transforming engineering education through virtual reality. Virtual Worlds, 3(4), 480–505.
Ortiz-Barrios, M., Silvera-Natera, E., Petrillo, A., Gul, M., & Yucesan, M. (2022). A multicriteria approach to integrating occupational safety & health performance and industry systems productivity in the context of aging workforce: A case study. Safety Science, 152, 105764. https://doi.org/10.1016/j.ssci.2022.105764
Pambudi, N. A., & Harjanto, B. (2020). Vocational education in Indonesia: History, development, opportunities, and challenges. Children and Youth Services Review, 115, 105092.
Pecson, R., & Sarmiento, J. (2024). Integrating 21st-Century Skills into Instructional Materials for Sustainable Education. Indonesian Journal of Instructional Media and Model, 6(2), 89–99. https://doi.org/10.32585/ijimm.v6i2.5934
Poupard, M., Larrue, F., Sauzéon, H., & Tricot, A. (2025). A systematic review of immersive technologies for education: Learning performance, cognitive load and intrinsic motivation. British Journal of Educational Technology, 56(1), 5–41. https://doi.org/10.1111/bjet.13503
Rahayu, M., Rusdiyani, I., & Fadlullah, F. (2022). Efektivitas Multimedia Pembelajaran Interaktif Dalam Menstimulasi Kemampuan Berbicara Anak Usia 5-6 Tahun. Tunas Siliwangi : Jurnal Program Studi Pendidikan Guru PAUD STKIP Siliwangi Bandung, 8(2), 108. https://doi.org/10.22460/ts.v8i2p108-114.3175
Richey, R. C., & Klein, J. D. (2013). Design and development research. In Handbook of research on educational communications and technology (pp. 141–150). Springer.
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
Saleh Mohamad, A., Mandagi, G., & Kaligis, G. (2023). Effect of Workshop Facilities on Practice Learning Outcomes of Students of SMKN 1 Tomohon. JURNAL EDUNITRO Jurnal Pendidikan Teknik Elektro, 3(1), 63–70. https://doi.org/10.53682/edunitro.v3i1.5779
Scorgie, D., Feng, Z., Paes, D., Parisi, F., Yiu, T. W., & Lovreglio, R. (2024). Virtual reality for safety training: A systematic literature review and meta-analysis. Safety Science, 171, 106372. https://doi.org/10.1016/j.ssci.2023.106372
Setyowati, E., Hidayati, I. S., & Hermawan, T. (2020). PENGARUH PENGGUNAAN MULTIMEDIA INTERAKTIF TERHADAP PEMAHAMAN KONSEP DALAM PEMBELAJARAN MATEMATIKA DI MTs DARUL ULUM MUHAMMADIYAH GALUR. Intersections, 5(2), 26–37. https://doi.org/10.47200/intersections.v5i2.553
Stone, T. E. (2023). UNESCO. Technology in education: A tool on whose terms. Glob. Educ. Monit. Rep, 18, 1–433.
Suh, W., & Ahn, S. (2022). Utilizing the metaverse for learner-centered constructivist education in the post-pandemic era: An analysis of elementary school students. Journal of Intelligence, 10(1), 17.
Tovar, D. F., Jonker, V., & Hürst, W. (2020). Virtual Reality and Augmented Reality in Education : A review Colofon. January, 1–21.
Unisco. (2023). Global Education Monitoring Report 2023: Technology in education: A tool on whose terms? GEM Report UNESCO. https://doi.org/10.54676/UZQV8501
Wu, S.-H., Jong, M. S.-Y., & Tsai, C.-C. (2025). Effects of teacher-developed spherical video-based virtual reality types on student learning engagement: A hierarchical linear modeling approach. Education and Information Technologies, 30(7), 8847–8876. https://doi.org/10.1007/s10639-024-13142-8
Youngblut, C. (1998). Educational uses of virtual reality technology.
Zhao, J., Xu, X., Jiang, H., & Ding, Y. (2020). The effectiveness of virtual reality-based technology on anatomy teaching: a meta-analysis of randomized controlled studies. BMC Medical Education, 20(1), 127. https://doi.org/10.1186/s12909-020-1994-z
DOI: http://dx.doi.org/10.30998/rdje.v11i2.24593
Refbacks
- There are currently no refbacks.