The Role of STEAM-Integrated Virtual Reality Media in Improving Cultural and Social Understanding of Elementary School Students
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Abstract
This study aims to analyze the implementation of Virtual Reality (VR) media integrated with the STEAM approach (VR-STEAM) in improving students' learning understanding. Significant research gaps in this study include the limited availability of VR learning media explicitly aimed at improving elementary school students' sociocultural understanding, as well as the suboptimal integration of the STEAM approach in developing VR media oriented toward sociocultural learning. This study used a quantitative approach with a quasi-experimental design. Data collection techniques were carried out through pre-test and post-tests as well as observations, which involved an experimental group and a control group. Participants were fifth-grade students who were selected through simple random sampling. A total of 18 students participated, with 9 students in the experimental group (A) and 9 students in the control group (B). Group A receiving learning through VR-STEAM, while Group B learned by using conventional methods. The results indicate that the use of VR-STEAM can improved student engagement, clarify socio-cultural concepts through immersive visualizations, and encourage collaborative and creative skills through STEAM-based projects. Students appeared more focused, engaged in discussions, and enthusiastic about completing group assignments after experiencing learning through VR. This study concludes that structured VR-STEAM integration not only strengthens cognitive understanding but also creates a more contextual and reflective social learning experience.
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