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Usability Testing on Virtual Reality Implementation of SMK Muhammadiyah 1 Pandaan Students

Usability Testing Pada Implementasi Virtual Reality Siswa SMK Muhammadiyah 1 Pandaan

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DOI:

https://doi.org/10.21070/ups.7236

Keywords:

Learning media, VR, Usability testing

Abstract

Education plays a vital role in enhancing human resources, particularly in vocational high schools (SMK), which focus on skill development for the workforce. Virtual Reality (VR) offers an immersive learning environment where students can experience subjects firsthand. However, some studies suggest that technology enthusiasts may see VR as a gaming tool rather than an educational medium. To assess its effectiveness, usability testing is necessary. This study, using a quantitative descriptive approach, evaluates VR learning media based on Jacob Nielsen’s usability factors: learnability, efficiency, memorability, errors, and satisfaction. Conducted at SMK Muhammadiyah 1 Pandaan with tenth-grade TKJ 2 students, the research found that VR improved learning engagement and comprehension. Students appreciated its interactive simulations, but some noted discomfort with devices and interface limitations. The study highlights VR’s potential as an innovative learning tool while emphasizing the need for improvements in usability and content adaptation.

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Posted

2025-02-07