Pemanfaatan Virtual Reality dalam Menumbuhkan Pengetahuan Religius Anak Usia Dini: Analisis Bentuk Pengalaman Kognitif dan Afektif

Dias Khairina Sabila, Dian Miranda, Annisa Amalia, Sopy Nuraieda

Abstract


Pembelajaran agama di PAUD masih didominasi metode konvensional sehingga kurang menyentuh aspek emosional anak secara optimal. Penelitian ini bertujuan mengeksplorasi bentuk pengalaman religius anak melalui teknologi Virtual Reality (VR). Menggunakan pendekatan kualitatif deskriptif dengan metode studi naratif, penelitian melibatkan 23 anak usia 4–6 tahun dan guru di salah satu TK Islam Pontianak sebagai subjek. Data dikumpulkan melalui observasi non-partisipatif, wawancara naratif, dan dokumentasi menggunakan instrumen panduan observasi serta wawancara. Analisis data dilakukan melalui tahapan storying hingga restorying. Hasil penelitian menunjukkan VR sangat efektif menumbuhkan dimensi kognitif dan afektif melalui visualisasi konkret serta keterlibatan emosional anak, namun berdampak rendah pada perubahan perilaku nyata dalam jangka pendek. Disarankan integrasi VR dilakukan secara terarah dengan durasi terbatas dan didukung pembiasaan rutin untuk memaksimalkan perubahan perilaku positif.

Full Text:

PDF

References


Adams, R. (2008). Review of Riessman (2008): Narrative methods for the human sciences. Narrative Inquiry, 18(2), 445–453. https://doi.org/10.1075/ni.18.2.13ada

Ahn, S. J. G., Bostick, J., Ogle, E., Nowak, K. L., McGillicuddy, K. T., & Bailenson, J. N. (2016). Experiencing nature: Embodying animals in immersive virtual environments increases inclusion of nature in self and involvement with nature. Journal of Computer-Mediated Communication, 21(6), 399–419. https://doi.org/10.1111/jcc4.12173

Albarracin-Acero, D. A., Romero-Toledo, F. A., Saavedra-Bautista, C. E., & Ariza-Echeverri, E. A. (2024). Virtual reality in the classroom: Transforming the teaching of electrical circuits in the digital age. Future Internet, 16(8), 279. https://doi.org/10.3390/fi16080279

Aukland, K., Andersland, I., Smith-Gahrsen, M., Lindhardt, E. M., Kvia, A. S., & Hansen, S. S. (2024). VR in RE and moral education: Report from a conference symposium at the NCRE 2022. Journal of Beliefs & Values, 45(4). https://doi.org/10.1080/13617672.2023.2207149

Bogdan, R., & Biklen, S. K. (2017). Qualitative research for education: An introduction to theories and methods (6th ed.). Pearson.

Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications.

Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41(1), 10–32. https://doi.org/10.1111/j.1467-8535.2009.01038.x

Ekaningtyas, N. L. D. (2022). Penanaman nilai agama dan moral pada anak usia dini berdasarkan pendekatan psikologi perkembangan. Pramana: Jurnal Hasil Penelitian, 2(1), 102–111. https://doi.org/10.55115/jp.v2i1.2642

Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. SAGE Publications.

Lukosch, H. K., Swit, C., Novak, R., & White, E. J. (2025). Exploring virtual encounters in early childhood education: Results of a pilot study. Computers and Education: X Reality, 7, 100104. https://doi.org/10.1016/j.cexr.2025.100104

Makransky, G., & Lilleholt, L. (2018). A structural equation modeling investigation of the emotional value of immersive virtual reality in education. Educational Technology Research and Development, 66(5), 1141–1164. https://doi.org/10.1007/s11423-018-9581-2

Mikropoulos, T. A., & Natsis, A. (2011). Educational virtual environments: A ten-year review of empirical research (1999–2009). Computers & Education, 56(3), 769–780. https://doi.org/10.1016/j.compedu.2010.10.020

Orsicha, W., Miranda, D., Perdina, S., & Lukmanulhakim, L. (2024). Pengembangan media virtual reality dalam mengenal rumah ibadah agama konghucu pada pembelajaran immersive di PAUD. Aulad: Journal on Early Childhood, 7(1), 240–250.

Parong, J., & Mayer, R. E. (2018). Learning science in immersive virtual reality. Journal of Educational Psychology, 110(6), 785–797. https://doi.org/10.1037/edu0000241

Radianti, J., Majchrzak, T. A., Fromm, J., & 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. https://doi.org/10.1016/j.compedu.2019.103778

Rebenitsch, L., & Owen, C. (2016). Review on cybersickness in applications and visual displays. Virtual Reality, 20(2), 101–125. https://doi.org/10.1007/s10055-016-0285-9

Shim, J. (2023). Investigating the effectiveness of introducing virtual reality to elementary school students’ moral education. Computers and Education: X Reality, 2, 100010. https://doi.org/10.1016/j.cexr.2023.100010

Tobias, R. G., Lozano, J. A. G., Torres, M. L. M., Ramírez, J. A., Baldini, G. M., & Okoye, K. (2025). AI and VR integration for enhancing ethical decision-making skills and competency of learners in higher education. International Journal of STEM Education, 12(1), 1–15. https://doi.org/10.1186/s40594-025-00575-x

Utami, N. M., Miranda, D., Perdina, S., & Lukmanulhakim, L. (2024). Pembelajaran immersive virtual reality sebagai stimulasi pengenalan rumah ibadah agama Islam bagi anak usia dini. Murhum: Jurnal Pendidikan Anak Usia Dini, 5(1), 404–417.

Warmansyah, J., Zalzabila, Z., Yuningsih, R., Sari, M., Helawati, V., & Sari, E. N. (2023). Educational technology applications for enhancing religious and moral values in early childhood development: A bibliometric analysis. At-Tarbiyah Al-Mustamirrah: Jurnal Pendidikan Islam, 4(2), 154–168. https://doi.org/10.31958/atjpi.v4i2.10823

Zuhri, S., Pamuji, Z., Roqib, M., Basit, A., & Yahya, M. S. (2024). Implementasi nilai-nilai agama dan moral melalui media digital di PAUD. Jurnal Pendidikan Usia Dini, 18(1), 1693–1602.




DOI: http://dx.doi.org/10.30829/raudhah.v13i2.5048

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.