Pengembangan media pembelajaran virtual reality (VR) untuk mengenalkan budaya lokal Malang ke pembelajar BIPA Development of virtual reality (VR) learning media to introduce local malang culture to Indonesian for foreign speakers (BIPA) learners

Main Article Content

Helmi Muzaki
Gatut Susanto
Kusubakti Andajani
Didin Widyartono
Ilham Akhsani
Thilip Kumar Moorthy

Abstract

Learning Indonesian for Foreign Speakers (BIPA) is closely related to cultural learning. Language acquisition requires not only fluency, but also an understanding of its cultural context. However, introducing culture to BIPA learners, especially through traditional media, such as images or textbooks, can make learning less effective and interesting. This study aimed to develop virtual reality (VR)-based learning media to introduce local Malang culture to foreign speakers. This study used the four-stage development method designed by Thiagarajan. Four stages are defined: design, development, and dissemination. The VR media were validated by BIPA experts and tested on seven learners from China, Taiwan, Vietnam, and Yemen. The product trial results show that the visual and audio quality received a score of (81.6), ease of use (80), VR's ability to provide a realistic experience of Malang cultural life (84), VR's ability to increase interest in learning Indonesian culture (85), VR's ability to increase cultural knowledge (82.5), suitability to needs (81.2), and VR's effectiveness as a cultural learning medium (82.5). This study confirms that VR is an engaging and effective tool for introducing local culture to BIPA students in line with their needs and expectations, especially those who are familiar with immersive technology.

Downloads

Download data is not yet available.

Article Details

How to Cite
Muzaki, H., Susanto, G., Andajani, K., Widyartono, D., Akhsani, I., & Moorthy, T. K. (2025). Pengembangan media pembelajaran virtual reality (VR) untuk mengenalkan budaya lokal Malang ke pembelajar BIPA. Diglosia: Jurnal Kajian Bahasa, Sastra, Dan Pengajarannya, 8(4), 955-968. https://doi.org/10.30872/diglosia.v8i4.1324
Section
Articles
Author Biographies

Helmi Muzaki, Universitas Negeri Malang

Universitas Negeri Malang
Jl. Semarang 5 Malang, Indonesia
Email: helmi.muzaki.fs@um.ac.id
Orcid: https://orcid.org/0000-0003-1257-6309

Gatut Susanto, Universitas Negeri Malang

Universitas Negeri Malang
Jl. Semarang 5 Malang, Indonesia
Email: gatut.susanto.fs@um.ac.id
Orcid: https://orcid.org/0000-0003-0068-875X

Kusubakti Andajani, Universitas Negeri Malang

Universitas Negeri Malang
Jl. Semarang 5 Malang, Indonesia
Email: kusubakti.andajani.fs@um.ac.id
Orcid: https://orcid.org/0000-0003-3032-1342

Didin Widyartono, Universitas Negeri Malang

Universitas Negeri Malang
Jl. Semarang 5 Malang, Indonesia
Email: didin.fs@um.ac.id
Orcid: https://orcid.org/0000-0002-8165-6882

Ilham Akhsani, Politeknik Baja Tegal

Politeknik Baja Tegal
Dukuhwaru, Kabupaten Tegal, Indonesia
Email: Ilhamakhsan23@gmail.com
Orcid: https://orcid.org/0009-0007-3361-7460

Thilip Kumar Moorthy, Tunku Abdul Rahman University of Management and Technology

Tunku Abdul Rahman University of Management and Technology
Setapak, Kuala Lumpur, Malaysia
Email: thilipkumar@tarc.edu.my
Orcid: https://orcid.org/0009-0006-2178-4141

References

Arifin, M. B., & Wardani, Y. A. (2020). Pengembangan media audio visual menggunakan Contextual Teaching and Learning (CTL) dalam pembelajaran menulis paragraf narasi pada siswa kelas VII SMP. Diglosia: Jurnal Kajian Bahasa, Sastra, Dan Pengajarannya, 3(4), 373–384. https://doi.org/10.30872/diglosia.v3i4.146
Arikunto, S. (2025). Research procedures: A practical approach. Rineka Cipta.
Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. W.W. Norton & Company.
Bandhu, D., Mohan, M. M., Nittala, N. A. P., Jadhav, P., Bhadauria, A., & Saxena, K. K. (2024). Theories of motivation: A comprehensive analysis of human behavior drivers. Acta Psychologica, 244, 104177. https://doi.org/10.1016/j.actpsy.2024.104177
Cheng, Y.‐M. (2015). Towards an understanding of the factors affecting m-learning acceptance: Roles of technological characteristics and compatibility. Asia Pacific Management Review, 20(3), 109–119. https://doi.org/10.1016/j.apmrv.2014.12.011
Cipta, N. H., Rokmanah, S., & Wijayanti, R. S. (2023). Penggunaan teknologi sebagai media pembelajaran di sekolah dasar. Jurnal Pendidikan Tambusai, 7(3). https://doi.org/10.31004/jptam.v7i3.10410
Duffy, T. M., Lowyck, J., Jonassen, D. H., & Welsh, T. M. (Eds.). (1993). Designing environments for constructive learning. Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-78069-1
Gunawan, A., Wiranto, N., & Wu, D. (2023). Application of virtual reality in diverse fields of study in education sector: A systematic literature review. Procedia Computer Science, 227, 948–957. https://doi.org/10.1016/j.procs.2023.10.602
Hudson, S., Matson-Barkat, S., Pallamin, N., & Jegou, G. (2019). With or without you? Interaction and immersion in a virtual reality experience. Journal of Business Research, 100, 459–468. https://doi.org/10.1016/j.jbusres.2018.10.062
Hung, Y. ‐H., Chen, C. ‐H., & Huang, S. ‐W. (2017). Applying augmented reality to enhance learning: A study of different teaching materials. Journal of Computer Assisted Learning, 33(3), 252–266. https://doi.org/10.1111/jcal.12173
Lee, H., Jung, T. H., Tom Dieck, M. C., & Chung, N. (2020). Experiencing immersive virtual reality in museums. Information & Management, 57(5), 103229. https://doi.org/10.1016/j.im.2019.103229
Li, K., & Keller, J. M. (2018). Use of the ARCS model in education: A literature review. Computers & Education, 122, 54–62. https://doi.org/10.1016/j.compedu.2018.03.019
Li, Q., Liu, Q., Jiang, M., & Wang, R. (2024). Virtual reality as a bridge: Enhancing intercultural learning and communication skills among international students. International Communication of Chinese Culture, 11(3), 385–411. https://doi.org/10.1007/s40636-024-00297-9
Lin, Y.-J., & Wang, H. (2021). Using virtual reality to facilitate learners’ creative self-efficacy and intrinsic motivation in an EFL classroom. Education and Information Technologies, 26(4), 4487–4505. https://doi.org/10.1007/s10639-021-10472-9
Mayer, R., Schlögl, S., Spieß, T., & Ploder, C. (2021). Using augmented reality in high school education—Initial investigations into students’ intrinsic motivation and learning performance. 5923–5929. https://doi.org/10.21125/iceri.2021.1337
Mayer, S. J. (2009). Dewey’s dynamic integration of Vygotsky and Piaget. Education and Culture, 24(2), 6–24. https://doi.org/10.1353/eac.0.0026
Murtianis, Andayani, & Rohmadi, M. (2019). Text Book As a Java Culture Recognıtıon Medıa in Indonesıan Learnıng For Foreıgn Speaker (BIPA) in Sebelas Maret University. International Journal of Educational Research Review, 4(3), 8. https://doi.org/10.24331/ijere.573944
Muzaki, H. (2021). Development of BIPA level 3 teaching materials based on Malang local culture. Jurnal Ilmiah Semantika, 2(02), 1–9. https://doi.org/10.46772/semantika.v2i02.379
Muzaki, H. (2024a). Pengembangan prototipe media pembelajaran berbicara berbasis virtual reality. Jurnal Pendidikan Dan Pembelajaran Indonesia (JPPI), 4(3), 868–875. https://doi.org/10.53299/jppi.v4i3.607
Muzaki, H., Susanto, G., Widyartono, D., Aksani, I., & Panich, P. (2024b). Development of online Indonesian language teaching materials for foreign speakers for level 1 learners. Indonesian Language Education and Literature, 9(2), 252–265. https://doi.org/10.24235/ileal.v9i2.14287
Narayan, R., Rodriguez, C., Araujo, J., Shaqlaih, A., & Moss, G. (2013). The handbook of educational theories. Information Age Pub.
Oanh, P. T. K., & Nhung, N. T. H. (2022). Constructivism learning theory: A paradigm for teaching and learning English in secondary education in Vietnam. International Journal of Scientific and Research Publications, 12(12), 93–98. https://doi.org/10.29322/IJSRP.12.12.2022.p13211
Orr, N., Yeo, N. L., Dean, S. G., White, M. P., & Garside, R. (2021). “It makes you feel that you are there”: Exploring the acceptability of virtual reality nature environments for people with memory loss. Geriatrics, 6(1), 27. https://doi.org/10.3390/geriatrics6010027
Pahlevi, N. R., Degeng, M. D. K., & Ulfa, S. (2024). Storybook berbasis augmented reality (AR) meningkatkan hasil belajar bahasa Inggris siswa. Diglosia: Jurnal Kajian Bahasa, Sastra, Dan Pengajarannya, 7(1), 1–8. https://doi.org/10.30872/diglosia.v7i1.880
Pangesti, F., & Wiranto, A. B. (2018). Development of cross-cultural based BIPA teaching materials through a communicative contextual approach. Jurnal Pendidikan Bahasa, 7(2), 342. https://doi.org/10.31571/bahasa.v7i2.1015
Prameswari, R. W. G., Muzaki, H., Suyitno, I., Susanto, G., & Ng, Y. (2024). Problematics of BIPA learners learning culture in elective classes. ISLLAC: Journal of Intensive Studies on Language, Literature, Art, and Culture, 8(2), 221–233. https://doi.org/10.17977/um006v8i22024p221-233
Proklawati, D., Roekhan, & Susanto, G. (2021). Pengembangan bahan ajar BIPA: Membaca untuk pemula bermuatan budaya Jawa Timur. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 6(1), 17–23. https://journal.um.ac.id/index.php/jptpp/article/view/14372
Refdinal, R., Adri, J., Prasetya, F., Tasrif, E., & Anwar, M. (2023). Effectiveness of using virtual reality media for students’ knowledge and practice skills in practical learning. JOIV: International Journal on Informatics Visualization, 7(3), 688–694. https://doi.org/10.30630/joiv.7.3.2060
Roekhan, R., Suyitno, I., Andajani, K., & Martutik, M. (2024). Discursive practices instilling the peace values for foreign learners in the BIPA textbook. Jurnal Cakrawala Pendidikan, 43(1), 1–16. https://doi.org/10.21831/cp.v43i1.61663
Saddhono, K. (2018). Cultural elements in the Indonesian textbooks as a foreign language (BIPA) in Indonesia. KnE Social Sciences, 3(9), 126. https://doi.org/10.18502/kss.v3i9.2619
Shin, D. (2018). Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? Computers in Human Behavior, 78, 64–73. https://doi.org/10.1016/j.chb.2017.09.012
Sudana, P. A. P., Paramarta, I. M. S., Paragae, I. P. N. S., & Utama, I. D. G. B. (2020). Developing Balinese culture–based textbook for intermediate level BIPA instruction. In Proceedings of the 3rd International Conference on Innovative Research Across Disciplines (ICIRAD 2019) (p. 15–20). Denpansar, Indonesia. https://doi.org/10.2991/assehr.k.200115.013
Suher, S., & Hermoyo, P. (2017). Development of BIPA teaching materials through East Java local culture. ELSE (Elementary School Education Journal): Jurnal Pendidikan dan Pembelajaran Sekolah Dasar, 1(1). https://doi.org/10.30651/else.v1i1.869
Susanto, G., Muzaki, H., Saddhono, K. S., & Ermanto. (2024a). Developing BIPA teaching materials containing East Java culture, Indonesia. Research Journal in Advanced Humanities, 5(1). https://doi.org/10.58256/842vbj33
Susanto, G., Pickus, D., Suparmi, Rusiandi, A., & Noviya, H. (2024b). Indonesian language policy and perspectives on its implementation in promoting Bahasa Indonesia as an international language. Cogent Arts & Humanities, 11(1), 2364511. https://doi.org/10.1080/23311983.2024.2364511
Syarhoh, U. M., Siddik, M., & Mulawarman, W. G. (2022). Pengaruh penggunaan media foto dan video animasi karikatur terhadap kemampuan peserta didik dalam memahami teks anekdot siswa kelas X SMA. Diglosia: Jurnal Kajian Bahasa, Sastra, Dan Pengajarannya, 5(3). https://doi.org/10.30872/diglosia.v5i3.443
Tai, T.‐Y., & Chen, H. H.‐J. (2021). The impact of immersive virtual reality on EFL learners’ listening comprehension. Journal of Educational Computing Research, 59(7), 1272–1293. https://doi.org/10.1177/0735633121994291
Tai, T.‐Y., Chen, H. H.‐J., & Todd, G. (2022). The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning. Computer Assisted Language Learning, 35(4), 892–917. https://doi.org/10.1080/09588221.2020.1752735
Tanwin, S., & Rosliani, R. (2020). The development of Indonesian language teaching materials for beginner level of foreign speakers with local content. Budapest International Research and Critics in Linguistics and Education (BirLE) Journal, 3(3), 1600–1613. https://doi.org/10.33258/BIRLE.V3I3.1250
Thiagarajan, S., Semmel, D. S., & Semmel, M. I. (1975). Instructional development for training teachers of exceptional children: A sourcebook. Leadership Training Institute/Special Education, University of Minnesota.
Thrasher, T. (2022). The impact of virtual reality on L2 French learners’ language anxiety and oral comprehensibility: An exploratory study. CALICO Journal, 39(2), 219–238. https://doi.org/10.1558/cj.42198
Unesco. (2023). Third report of the Legal Committee: Recognition of Bahasa Indonesia as an official language of the General Conference. UNESCO Digital Library. https://unesdoc.unesco.org/ark:/48223/pf0000387629
Wu, I.‐L., Hsieh, P.‐J., & Wu, S.‐M. (2022). Developing effective e-learning environments through e-learning use mediating technology affordance and constructivist learning aspects for performance impacts: Moderator of learner involvement. The Internet and Higher Education, 55, 100871. https://doi.org/10.1016/j.iheduc.2022.100871
Xie, Y., Chen, Y., & Ryder, L. H. (2021). Effects of using mobile-based virtual reality on Chinese L2 students’ oral proficiency. Computer Assisted Language Learning, 34(3), 225–245. https://doi.org/10.1080/09588221.2019.1604551
Yuriananta, R., Suyitno, I., Basuki, I. A., & Susanto, G. (2023). The development of cultural literacy for Indonesian for foreign speakers (BIPA) students through RPG games with a gamification approach. Revista de Gestão Social e Ambiental, 17(4), e03472. https://doi.org/10.24857/rgsa.v17n4-019