INSTAGRAM CONTENT CREATION WORKSHOP USING THE EDITS APPLICATION AND INTRODUCTION TO VR TECHNOLOGY AT SMAN 16 PEKANBARU
DOI:
https://doi.org/10.31849/hq9q3041Keywords:
Instagram Content, Virtual Reality (VR), App Edits, Digital Skills, Personal BrandingAbstract
: The use of social media among secondary school students still tends to be oriented toward entertainment and has not been optimally utilized as a medium for personal branding. In addition, students’ understanding of Virtual Reality (VR) technology remains limited to entertainment and gaming, resulting in low awareness of VR applications in education and industry. This problem was found among Grade 12 students of SMAN 16 Pekanbaru, who had limited skills in creating professional digital content and lacked understanding of the potential of VR technology for future career development. Therefore, this community service activity was conducted in the form of a “Workshop on Instagram Content Creation Using the Edits Application and Introduction to VR Technology” at SMAN 16 Pekanbaru. The activity was held on November 20, 2025, with 40 students as participants. The implementation method consisted of two main sessions, namely training on the use of the Edits application to create professional Instagram content and a demonstration and hands-on practice session on the use of VR technology. In the first session, students were provided with materials on personal branding, photo and video editing techniques, and practical training in creating Instagram Reels content using the Edits application. In the second session, students were introduced to the concept and application of VR in education, health, engineering, and architecture, followed by an opportunity to directly try VR devices through virtual simulations. The results of the activity showed an improvement in students’ skills and understanding of the materials delivered. Based on the post-test and questionnaire evaluation results, 87.5% of students were able to create more attractive and professional Instagram content using the Edits application, while 82.5% showed improved understanding of the use of VR technology in education and industry. In addition, the participants’ satisfaction level with the implementation of the activity reached 90%. This activity successfully improved students’ digital insight and skills as preparation for facing higher education and technology-based work environments.
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