Development of Metaverse Museum Learning Media on Environmental Material for High School Students
DOI:
https://doi.org/10.31849/wcakhz55Keywords:
metaverse learning, spatial.io, geography education, environment, interactive mediaAbstract
Students’ understanding of environmental problems around them is still relatively low, which is shown by the assumption that various environmental problems are common conditions and have been normalized in daily life. This condition results in low student concern for the impact caused, so learning media innovations that are able to provide a contextual learning experience and are in harmony with the learning characteristics of environmental geography. This research aims to develop metaverse-based learning media using Spatial.io and determine the level of feasibility and validity of the developed media. The research uses the Research and Development (R&D) method with the ADDIE model which includes five stages, namely analysis, design, development, implementation, and evaluation. The media presents contextual environmental problems in Malang City through a virtual environment equipped with authentic documentation, infographics, and problem-based learning activities. The validation results showed that the media obtained a score of 85% from media experts with a very feasible category, while the validation of material experts obtained a score of 81% with a very valid category. In addition, the results of the trial for students obtained a score of 80% with a feasible category. Based on these results, Spatial.io-based learning media is declared feasible to be used in the learning process because it is able to support students’ understanding of environmental problems through a more interactive, contextual, and immersive learning experience.












