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Akhmad Suyono; Merlina Sari; Fitri Wulandari; Nabila Khairunnisa

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Digital literacy is important in education in the era of Society 5.0, because teachers are required to be facilitators in supporting students to become digital learners. To support the success of students in becoming digital learners, the role of teachers in the use of technology during learning activities also contributes. The existence of these demands makes the use of virtual reality media in the learning environment an alternative that can be done to create learning activities that meet the demands in the Society 5.0 era. The purpose of this service activity is to improve the digital literacy of IGI Pekanbaru. as well as introduce virtual reality-based learning media as a renewable learning media innovation to support student learning activities in the digital era. In this service, the methods include presentation, demonstration, and practice. The results showed that teacher training in making VR learning media can improve their digital literacy. This training can also help teachers create interactive and interesting technology-based collaborative learning media for modern learning.

Mesy Nadia Safitri; Mega Kencana; Suci Fajrina

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

In today's digital era, the dance learning process is no longer limited to conventional studios. Various technologies, ranging from instructional videos and interactive media to virtual reality, are increasingly being utilized in dance education. Through a systematic literature review (SLR), this study examines the effectiveness of various dance learning tools based on empirical findings and development studies. This study compiles, compares, and summarizes research findings on the use of various media (such as video, VR, interactive PowerPoint, and augmented reality) and their impact on several aspects, including material comprehension, movement skills, aesthetic appreciation, and student engagement. The analysis shows that digital technology can improve dance learning outcomes across the cognitive, psychomotor, and motivational domains. However, challenges such as limited technological facilities and the need for teacher training still need to be addressed. This study also provides recommendations for educators and dance learning developers to integrate technology in harmony with appropriate pedagogical approaches.

Nurzahara Sihombing; M. Agung Rahmadi; Laila Zahra; Putri Ramadhani; Ferius Lahagu +4 more

Jurnal Inovasi Riset Ilmu Kesehatan 2025 Pusat Riset dan Inovasi Nasional

This meta-synthesis examines in depth the effectiveness of technology-assisted therapy (TAT) in the treatment of war-related trauma through a systematic analysis of 47 empirical studies with a total of 6,842 participants published between 2010 and 2024. The quantitative synthesis indicates that the implementation of TAT demonstrates statistically significant effectiveness in reducing the severity of post-traumatic stress disorder symptoms (d=0.78, 95% CI [0.65, 0.91]), anxiety (d=0.69, 95% CI [0.54, 0.84]), and depression (d=0.72, 95% CI [0.58, 0.86]) among populations affected by armed conflict. Among the various digital modalities, Virtual Reality Exposure Therapy (VRET) exhibits the strongest therapeutic effect (d=0.85) compared with mobile-based intervention (d=0.71) and teletherapy (d=0.68). Further moderator analysis identifies the optimal intervention duration as 12 to 16 weeks, with a significant effect contribution (β=0.34, p<.001) and a relatively moderate dropout rate of 18.7%. These findings extend Tng et al. (2024) by confirming the superiority of VRET and by confirming the significance of therapist support for the effectiveness of TAT (Wu et al., 2025). In contrast to the meta-analysis by Eshuis et al. (2021), which emphasized a single approach, this study reveals that hybrid interventions that integrate multiple digital platforms simultaneously (d=0.89) are superior to single-platform interventions (d=0.67). Overall, the results of this meta-synthesis provide a strong empirical foundation for the development of more comprehensive, adaptive, and contextually relevant TAT protocols for war-related trauma.

Khasan Safik; Khasan Safik; Hani Hasanah; Laras Annisa Ulfitri Nedi

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2025 LPPM Universitas Sains dan Teknologi Komputer

The development of digital technology has driven major changes in global marketing strategies, particularly in the luxury smartphone industry, where competition is not only based on technological features but also on brand image and exclusivity. This study aims to systematically analyse various digital marketing strategies implemented by luxury smartphone brands using a Systematic Literature Review (SLR) approach. In this study, researchers identified, evaluated, and synthesised 70 related articles, which were filtered into 15 main articles based on inclusion and exclusion criteria between 2020 and 2025. The analysis results indicate that digital marketing strategies such as influencer marketing, search engine optimisation (SEO), visual content on social media, and the use of augmented reality (AR) and virtual reality (VR) technology have proven effective in increasing brand awareness, customer loyalty, and sales conversions. However, the research also reveals the main challenges faced by companies in maintaining exclusivity and premium experiences through digital channels that are mass-market and open in nature. The study recommends that luxury smartphone brands integrate data-driven personalisation approaches and build strong, authentic brand narratives across various digital platforms to maintain their competitive position in the premium segment. The practical implications of this research can serve as a reference for marketers and decision-makers.

Tawazalul Fadilasih; Naya Chelsea Alghany

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study examines the influence of Instagram on college students' lifestyles, focusing on the discrepancy between reality and expectations formed on social media. Instagram has become an important part of college students' lives, not only as a means of communication but also as a medium for constructing self-identity and social image. Through photo and video uploads, many students strive to project an ideal life filled with happiness and success, although this does not always align with reality. This phenomenon gives rise to social pressure, self-dissatisfaction, and a tendency towards a consumerist lifestyle driven by the desire to conform to popular trends. However, Instagram also has a positive side. If used wisely, this medium can be a source of inspiration, learning, and creativity development for students. Therefore, Instagram's influence on college students' lifestyles is largely determined by the user's level of awareness and maturity in balancing the virtual world and real life.

Asa Yuaziva

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The purpose of this research is to create an interactive Augmented Reality (AR)-based educational application that can display the Indonesian folktale "Keong Mas" using Unity 3D and Vuforia SDK. Due to the dominance of modern digital entertainment that is more visually appealing, the younger generation's interest in traditional folktales is declining. The choice of AR technology is based on its ability to combine three-dimensional virtual objects with the real environment in real-time, resulting in an interactive, engaging, and memorable learning experience. The research process used is the Life Cycle of Multimedia Development (MDLC), which consists of six stages: ideation, design, material collection, compilation, testing, and deployment. 3D character models, background environments, and interactive stories appear in the application when the camera detects certain markers. Testing was conducted using the black-box method to ensure all functions, including marker tracking, scene transitions, and narration playback, run smoothly. The test results show that the AR application "Keong Mas" successfully displays the folktale interactively and engagingly, thereby increasing the learning interest of children and adolescents. This application not only serves as an innovative learning medium but also contributes to the preservation of local culture through the integration of digital technology.

Dedi Gunawan Saputra; Dewi Suryaningsih Saputri; Siti Fatimah Abd. Rahman

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This study investigates the effectiveness of virtual debate platforms in enhancing English as a Second Language (ESL) learners’ critical thinking, speaking fluency, and argumentation skills. The research was conducted using a quasi-experimental design with intermediate-level ESL students as participants. Data were collected through critical thinking tests, speaking fluency rubrics, and argumentation rubrics, complemented by qualitative analysis of recorded debates. The results indicate significant improvements in students’ critical thinking abilities, fluency in spoken English, and the quality of their arguments, including structure, relevance of evidence, and coherence. Furthermore, virtual debates fostered higher levels of student engagement compared to traditional classroom discussions. These findings underscore the pedagogical potential of integrating technology-based debate activities into ESL instruction, providing interactive and collaborative learning opportunities that address the limitations of conventional teaching methods. The study concludes with recommendations for incorporating virtual debates into ESL curricula and suggests future research on the use of emerging technologies such as artificial intelligence (AI) and virtual reality (VR) to further enhance language learning experiences.

Julia Nurlita; Salwa Sabria Ramadhani; Wahyunengsih Wahyunengsih

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The purpose of this study was to develop and test a mathematics learning tool using Virtual Reality (VR) technology on the Android platform. The material focused on is flat-sided spatial objects for junior high school students. The development stages were carried out through various steps, from planning to testing on students. The findings showed that the media was considered appropriate by experts, easily accessible to students, and contributed to improving learning outcomes. In addition, students appeared more enthusiastic and excited during the learning process. A review of two other articles confirmed that VR and AR-based media were able to improve understanding and make learning more enjoyable. This tool could be an interesting alternative for teaching mathematics.

Kristo Ronaldo Suri; Norbertus Jegalus; Leonardus Mali

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This article examines Herbert Marcuse's thoughts in One Dimensional Man as a critique of the dominance of technology and capitalism in shaping the one-dimensional consciousness of modern humans. Using a critical philosophical approach, this study examines how digital technology, which was originally projected as an instrument of liberation, has actually transformed into a subtle means of oppression through the mechanisms of false needs and irrational rationality. Instead of opening up a space for emancipation, technological developments often deepen human attachment to the logic of the consumption-oriented digital capitalist system. The main goal of this research is to reawaken critical awareness and human negation in the midst of virtual reality that increasingly dominates life in the Society 5.0 era. The results of the study show that digital humans tend to experience existential alienation, where deep reflection and authentic freedom are reduced by the flow of instant information, pseudo-entertainment, and consumptive lifestyles. This condition makes individuals trapped in a cycle of obedience to a system that seems rational, when in fact it covers structural dominance. The discussion emphasized the importance of emancipation efforts through the rejection of the dominant system and the reactivation of critical potential as a path to true freedom. Emancipation is understood not only as a release from the shackles of technology, but also as an effort to revive reflective consciousness that is able to negate false values. Thus, Marcuse's thought remains relevant to reading the crisis of contemporary human consciousness while providing a philosophical foundation for the formation of a reflective, independent, and autonomous subject.

Muhammad Iqbal Wicaksono; Eva Yumami; Niky Hardinata

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

A wedding is an important event in a person's life that requires various careful preparations, one of which is sending invitations to guests. This research aims to create an Android-based wedding invitation booking application that utilizes Augmented Reality (AR) technology with a Design Thinking approach. This approach includes five main stages, namely empathize, define, ideate, prototype, and testing, to ensure that the developed application is truly in accordance with the needs and expectations of users. With AR technology, users can view and interact directly with virtual invitations through digital devices such as smartphones, which provides a more engaging, interactive, and modern visual experience than conventional physical invitations. The app's key features include invitation design selection, content customization (name, location, date, and couple's photo), as well as simulated invitation display with three-dimensional effects via AR. The app also allows users to store, share, and place orders directly through an integrated system. The results of the evaluation conducted using the System Usability Scale (SUS) method showed a score of 75.3. This score indicates that the app has a good usability level and is positively received by the majority of respondents. In addition, this application is considered to be able to increase efficiency in the invitation ordering process and provide a more modern and personal impression to users and invited guests. The conclusion of this study is that AR-based wedding invitation booking apps not only serve as a practical tool, but also become digital innovations that enrich the user experience in modern weddings. This research is expected to make a real contribution to the development of creative information technology and inspire other developers to create similar solutions that are innovative, efficient, and relevant to the needs of the times.

Riri Rianza; Suriadi Sirait; Gusron Gusron; Muhamad Adystia Sunggara; Syafri Hariansah

Mahkamah : Jurnal Riset Ilmu Hukum 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This research examines legal protection against child sexual exploitation through Augmented Reality (AR) and Virtual Reality (VR) technologies, which are increasingly developing in the digital era. AR combines virtual elements with the real world, while VR creates a fully immersive environment. Both offer positive opportunities and serious risks, including new crime modes such as the creation of avatars or virtual models of children for sexual purposes, grooming in virtual spaces, and the distribution of immersive child pornography. Anonymity, the difficulty of age verification, the lack of digital literacy, and the forensic challenges of 3D content are significant obstacles to law enforcement. Existing regulations, including Law No. 17 of 2016 concerning Child Protection, Law No. 1 of 2024 concerning the Second Amendment to the ITE Law, and Law No. 12 of 2022 concerning the TPKS, have provided a strong legal basis, but do not specifically regulate AR/VR technology. A normative juridical research method with a statutory and conceptual approach is used to analyze existing norms, regulatory gaps, and their relevance to international standards such as the Budapest Convention and the Lanzarote Convention. The research findings emphasize the urgency of adaptive regulatory updates to technological developments, the implementation of cybersecurity standards, mandatory age verification, and strengthening the capacity of law enforcement officers in digital investigations and AR/VR forensics. Cross-border and cross-sector collaboration is needed to expedite notice and takedown mechanisms and close legal loopholes exploited by perpetrators. These efforts are expected to create a safe digital environment for children and increase the effectiveness of legal protection in the realm of immersive technology.

Raihan Fahrezy; Desrina Ratriningsih

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The digital design of cultural museums with an interactive and educational approach in Indramayu Regency aims to present a modern, innovative, and interesting cultural preservation space. This concept was born from the urgent need for a means that are able to preserve, document, and promote local cultural wealth in the midst of the rapid flow of globalization. The lack of cultural literacy among the public, especially the younger generation, as well as the loss of historical objects due to inadequate storage facilities, are the main reasons for the importance of developing digital-based museums. Through an interactive approach, visitors can actively engage with cultural collections using advanced technologies such as augmented reality (AR), virtual reality (VR), and interactive multimedia. This technology provides an immersive, engaging, and personalized learning experience, so that visitors not only see, but also virtually experience the richness of the culture on display. Meanwhile, the educational approach is designed to create an informative, collaborative, and fun learning environment, which is highly relevant for learners and the younger generation as the successors of cultural preservation. Indramayu Regency, known for its long history, maritime traditions, and distinctive coastal culture, has great potential to become a center for cultural education. This digital museum will utilize digital technology to document cultural narratives in depth, so that it can be accessed not only by local people, but also national and international tourists. With its strategic location in the city center, the presence of this museum is expected to encourage the participation of the public and tourists in understanding, appreciating, and preserving the local culture of Indramayu. Apart from being an educational facility, this museum is expected to be able to become a driver of local tourism that makes a positive contribution to the economy of the surrounding community. Digital cultural museums are not only a place for preservation, but also a symbol of a strong regional identity, reflecting the synergy between technological innovation and commitment to cultural sustainability in the modern era.

Elma Ayu Pratama; Siti Aisyah; Syailin Nichla Choirin Attalina

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to investigate the effectiveness of utilizing Augmented Reality (AR) technology in Science and Social Studies (IPAS) learning, specifically focusing on local wisdom material, to enhance the learning interest of fourth-grade students at SD 4 Srobyong. Conventional teaching methods often face challenges in fostering student enthusiasm for abstract or culturally specific material. AR, with its ability to integrate the real world with virtual elements interactively, offers significant potential to overcome these problems. The subjects of this study were fourth-grade students at SD 4 Srobyong. Data were collected through observation, a learning interest questionnaire, and interviews. The results indicate that the implementation of AR in IPAS learning, particularly for local wisdom topics, creates a more immersive and engaging learning experience, which significantly correlates with an increase in students' learning interest. It was found that students participated more actively in learning activities, demonstrated higher curiosity, and had a better understanding of concepts related to their local heritage.

Selvia Anggiani; Safira Diah Nurul Fitriyani; Syailin Nichla Choirin Attalina

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study was conducted to examine how well the use of augmented reality (AR) learning tools helps fifth-grade elementary school students understand mathematical concepts related to fractions.. The research was motivated by students' limited comprehension of the abstract nature of fractions and the lack of engaging educational tools capable of presenting the material in a meaningful and interactive way. Augmented reality is believed to improve student engagement and offer more appealing visual representations by integrating virtual elements into the real-world environment. A total of 30 students I participated in this study, which used a quasi-experimental design with a One Group Pretest-Posttest method. Information was collected through pre-tests, post-tests, written notes, and observations. We used SPSS software to analyze the data. The results showed that students' grades improved significantly, with the average increasing from 54.80 in the pretest to 91.83 in the posttest. The normality test indicated that while pretest scores were approximately normally distributed, the posttest scores followed a normal distribution. A one-sample t-test showed a statistically significant effect of AR media usage, with a p-value of 0.000 and t-values substantially higher than the critical value (pretest: 32.439; posttest: 112.071). These results suggest that AR-based instructional media are effective in supporting elementary students’ understanding of fraction concepts. Overall, the study confirms the positive impact of augmented reality in mathematics learning for fifth-grade students.

Sindhu Rakasiwi; Candra Irawan; Cahaya Jatmoko; Lalang Erawan; Suprayogi Suprayogi

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The COVID-19 pandemic has triggered a transformation in online learning, requiring teachers and lecturers to adapt to educational technology, including Virtual Reality (VR) Tour. However, limited understanding and motivation are the main challenges in implementing this technology. This community service aims to provide practical training in developing VR Tour as an interactive learning media for teachers and lecturers at Rumah Diklat Indonesia. The implementation method involves an online workshop using the Zoom application, which includes a tutorial on creating 360° panoramic photos via Google Street View and processing VR Tour via the Theasys.io platform. Participants also receive technical guidance and hands-on practice sessions. The results show that participants are able to produce VR Tour content for learning, as well as improve their understanding of technology integration in education. This training equips participants with basic skills to develop virtual learning media, expand students' learning access creatively and innovatively. In conclusion, the use of VR Tour has the potential to improve the quality of distance learning, while encouraging educators to continue to adapt to technological developments in the digital era.

Gusti Laskar Ferdiansyah Simatupang; Rien Safrina; Rizki Taufik Rakhman

International Journal of Studies in International Education 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This literature review analyzes the transformative potential of digital learning media in revitalizing Indonesian traditional music, with a particular focus on Gambang Kromong innovation within the framework of Society 5.0. Traditional music, as the foundation of cultural identity, faces significant threats from globalization and modernization, resulting in declining interest, especially among the younger generation. This approach examines how digital technologies can serve as a catalyst for the preservation, learning and dissemination of traditional music, transforming it from a marginalized status to one of contemporary relevance. The report synthesizes existing literature to identify key trends, benefits derived from the use of technologies such as Digital Audio Workstations (DAWs), Virtual Reality (VR), Augmented Reality (AR), Artificial Intelligence (AI), gamification, and online and social media platforms. In addition, the report discusses inherent challenges, including the digital divide, the need for increased educator competencies, and intellectual property rights issues, while highlighting opportunities for collaboration and global audience reach. The conceptualization of "Gambang Kromong 5.0" is proposed as a holistic model that integrates traditional essence with intelligent technological advancements in a human-centric manner, ensuring cultural survival and artistic relevance in the digital age.

Rezeki Genesis Sitompul; Waskito Waskito

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to determine the effect of Virtual Reality Box (VR BOX) as a learning medium on students' motivation, interest, and learning discipline in welding practice for grade XI students of the Machining Engineering Department at SMK Negeri 1 Tanjung Raya. The research method used is quantitative with a quasi-experimental design applying the non-equivalent control group design approach. Data were collected through tests and observation and analyzed using validity tests, reliability, normality, homogeneity, t-tests, ANOVA, and coefficient of determination. The results showed that the use of VR BOX significantly influenced students' motivation, interest, and learning discipline. The implementation of VR media created interactive learning, increased student engagement, and reduced fear in welding practice. It can be concluded that VR BOX is an effective instructional medium to improve the quality of vocational practice learning in vocational schools.

Zalafi Kartika Azka; Alvian Dwisakti Kurniato

Jurnal Riset Rumpun Ilmu Kedokteran 2025 Pusat riset dan Inovasi Nasional

Vergence movement is an important mechanism in eye coordination to maintain visual focus. The neural pathways controlling vergence involve complex interactions between various brain structures, such as the mesencephalic nucleus of the oculomotor nerve (CN III), the abducens nucleus (CN VI), the reticular pontine formation (PRF), and the visual and motor cortices. Disorders in this system can lead to convergence insufficiency, esotropia, exotropia, as well as diplopia which impacts the quality of binocular vision. This study aims to conduct a systematic review of the neural pathways that play a role in the vergence system. This research design is a study that uses the Systematic Literature Review (SLR) method. 5 articles were obtained using a method of secondary analysis of literature review through scientific database portals such as SINTA, Scopus and Google Scholar published in 2015-2025 both national and international articles. The results of the analysis show that vergence disorders are common in children and the elderly, with various causes ranging from benign factors to more serious neurological conditions. Studies show that activities in the parietal eye field (PEF), frontal eye field (FEF), superior colliculus (SC), and PRF have important roles in vergence coordination. In addition, vergence deficits were also found in Parkinson's patients, who showed prolonged latency and reduced vergence gain. In the context of technology, research on virtual reality (VR) shows that vergence errors often occur when users interact with virtual environments, leading to visual fatigue and incorrect depth perception. This study also highlights that neurotransmitters such as GABA, glutamate, and dopamine have a role in the modulation of neural signals that control vergence. A deeper understanding of the neural pathways of vergence is crucial in ophthalmology and neurology, especially in the diagnosis and therapy of binocular vision disorders. In addition, research on vergence also contributes to the development of visual technologies, such as VR and eye tracking systems, that are more adaptive to human physiological characteristics.

Lisdayanti, Annisa; Nilasari, Irma

Jurnal Riset Rumpun Ilmu Ekonomi 2025 Lembaga Pengembangan Kinerja Dosen

This study analyzes the influence of Augmented Reality (AR) technology on consumer purchase intention with customer engagement as an intervening variable at Sephora Indonesia. This quantitative research involved 150 respondents who are users of Sephora Virtual Artist, analyzed using Structural Equation Modeling (SEM). The research instrument measures three main variables: Augmented Reality (interactivity, vividness, novelty), Customer Engagement (cognitive, emotional, behavioral), and Purchase Intention (intention, willingness, likelihood to purchase) using a five-point Likert scale. The research results show that AR has a positive and significant effect on customer engagement and purchase intention. Customer engagement also has a positive effect on purchase intention and is proven to mediate the relationship between AR and purchase intention. This study contributes to the AR literature in beauty e-commerce and recommends that Sephora optimize AR features, develop comprehensive customer engagement strategies, and continue investing in AR technology as a competitive advantage.

Arek Satria; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2025 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The application of Virtual Reality (VR) based on the Metaverse in education is an innovation that can enhance the quality of learning by providing a more interactive and immersive learning experience. This article discusses the development of VR-based learning integrated with the Metaverse using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Through the stages of analysis, design, development, implementation, and evaluation, VR and Metaverse-based learning can be tailored to students' needs, creating a more flexible and collaborative learning experience. The use of this technology allows students to learn independently or in groups, while improving practical skills and creativity. This study shows that by applying the ADDIE model, VR and Metaverse-based learning can be more effective in increasing student motivation and learning outcomes, addressing the challenges of education in the future.