Beyond the Screen: Transformasi Pembelajaran Anak Usia Dini Melalui Virtual Reality
DOI:
https://doi.org/10.51353/61zpx874Keywords:
Virtual Reality, anak usia dini, literasi digital, pembelajaran inovatif, pendidikanAbstract
In a time of swift technological progress, traditional learning methods are transitioning to more engaging and interactive digital formats. The early years of life represent a vital phase in human growth, which makes the selection of effective teaching strategies essential for fostering lasting learning achievements. This research seeks to investigate the application of Virtual Reality (VR) technology as a pedagogical resource to boost digital skills and involvement among preschool-aged children. The approach taken comprises a review of existing literature paired with initial observations utilizing a basic 3D VR educational game model. Preliminary findings suggest that the incorporation of VR can enhance children's concentration, creativity, and involvement in their educational experience. The research concludes that Virtual Reality has the potential to serve as a groundbreaking option for reshaping early childhood education, particularly in the presentation of visual and hands-on learning resources. This research supports the progress toward Sustainable Development Goals (SDGs) 4 and 9.References
[1] Santrock, J.W., 2011. Child Development. 13th ed. New York: McGraw-Hill Education.
[2] Parong, J. and Mayer, R.E., 2018. Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), pp.785–797.
[3] Cheng, K.H., Tsai, C.C. and Lin, K.Y., 2020. Effects of immersive VR on concept learning in early childhood education. Interactive Learning Environments, 28(6), pp.712–726.
[4] UNESCO, 2022. Education for Sustainable Development: Learning to transform our world. Paris: UNESCO.
[5] Kolb, D.A., 1984. Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice-Hall.
[6] Merchant, Z., Goetz, E.T., Cifuentes, L., Keeney-Kennicutt, W. and Davis, T.J., 2014. Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, pp.29–40.
[7] Liu, D., Dede, C., Huang, R. and Richards, J., 2017. Virtual, Augmented, and Mixed Realities in Education. Singapore: Springer.
[8] Puspitasari, R. and Mulyana, E., 2021. Pengaruh Virtual Reality dalam meningkatkan minat belajar anak usia dini. Jurnal Pendidikan Usia Dini Indonesia, 6(2), pp.55–61.
[9] Bower, M., Howe, C., McCredie, N., Robinson, A. and Grover, D., 2014. Augmented Reality in education – cases, places and potentials. Educational Media International, 51(1), pp.1–15.
[10] Slater, M. and Sanchez-Vives, M.V., 2016. Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3(74), pp.1–22.
[11] Mikropoulos, T.A. and Natsis, A., 2011. Educational virtual environments: A ten-year review of empirical research. Computers & Education, 56(3), pp.769–780.
[12] Wang, F. and Burton, J.K., 2013. Second Life in education: A review of publications from its launch to 2011. British Journal of Educational Technology, 44(3), pp.357–371.
[13] Yoon, S.A., Elinich, K., Wang, J., Steinmeier, C. and Tucker, S., 2013. Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer-Supported Collaborative Learning, 8(4), pp.347–362.
[14] Johnson, L., Becker, S.A., Estrada, V. and Freeman, A., 2015. NMC Horizon Report: 2015 K-12 Edition. Austin, TX: The New Media Consortium.
[15] Radianti, J., Majchrzak, T.A., Fromm, J. and Wohlgenannt, I., 2020. A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Della Rizki Sonia

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
CC BY-SA 4.0
Creative Commons Attribution-ShareAlike 4.0 International
This license requires that reusers give credit to the creator. It allows reusers to distribute, remix, adapt, and build upon the material in any medium or format, even for commercial purposes. If others remix, adapt, or build upon the material, they must license the modified material under identical terms.
BY: Credit must be given to you, the creator.
SA: Adaptations must be shared under the same terms.ng


