Student perceptions of the use of VR to introduce Malang local tourism and culture
Downloads
This study investigates students’ perceptions of the use of Virtual Reality (VR) as a learning medium for introducing tourism and local culture in Malang. This research employed a quantitative descriptive design involving 23 first-semester students selected through purposive sampling. Data were collected using a Likert-scale questionnaire (1–5) consisting of 17 statements that measured learning effectiveness, educational value, tourism introduction, cultural understanding, and the development of knowledge and skills. The results indicate that students demonstrated highly positive perceptions of VR implementation, with an overall mean score of 4.34. The highest score was obtained in the aspect of local tourism introduction (M = 4.46), followed by local cultural understanding (M = 4.41) and learning effectiveness (M = 4.37). These findings show that VR provides an immersive and engaging learning experience that enhances students’ understanding of tourism and local culture. Therefore, it is recommended that educators and institutions further integrate and develop VR as an innovative technology-based learning strategy to enrich educational practices.
Alizadeh, M., & Hawkinson, E. (2021). Case study 10, Japan: Smartphone virtual reality for tourism education-a case study. In Language Learning with Technology: Perspectives from Asia (pp. 211–222). Scopus. https://doi.org/10.1007/978-981-16-2697-5_17
Alkhalifah, E., Hammady, R., Abdelrahman, M., Darwish, A., Cranmer, E., Al-Shamaileh, O., Bourazeri, A., & Jung, T. (2025). Virtual reality’s impact on tourist attitudes in islamic religious tourism: Exploring emotional attachment and VR presence. Human Behavior and Emerging Technologies, 2025(1), 1-25. https://doi.org/10.1155/hbe2/8818559
Bailenson, J. (2018). Experience on demand: What virtual reality is, how it works, and what it can do. W.W. Norton & Company.
Bowman, D. A., & McMahan, R. P. (2007). Virtual reality: How much immersion is enough? Computer, 40(7), 36–43. Scopus. https://doi.org/10.1109/MC.2007.257
Bransford, J., National Research Council (U.S.), & National Research Council (U.S.) (Eds). (2000). How people learn: Brain, mind, experience, and school (Expanded ed). National Academy Press. http://www.csun.edu/~SB4310/How%20People%20Learn.pdf
Chang, S., & Suh, J. (2025). The impact of VR exhibition experiences on presence, interaction, immersion, and satisfaction: Focusing on the experience economy theory (4Es). Systems, 13(1), 1-18. https://doi.org/10.3390/systems13010055
Chao, C., Wu, S., Yau, Y., Feng, W., & Tseng, F. (2017). Effects of three‐dimensional virtual reality and traditional training methods on mental workload and training performance. Human Factors and Ergonomics in Manufacturing & Service Industries, 27(4), 187–196. https://doi.org/10.1002/hfm.20702
Chatain, J., Kapur, M., & Sumner, R. W. (2023). Three perspectives on embodied learning in virtual reality: Opportunities for interaction design. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 1–8. https://doi.org/10.1145/3544549.3585805
Evans, J. R., & Mathur, A. (2005). The value of online surveys. Internet Research, 15(2), 195–219. https://doi.org/10.1108/10662240510590360
Guerra-Tamez, C. R. (2023). The impact of immersion through virtual reality in the learning experiences of art and design students: The mediating effect of the flow experience. Education Sciences, 13(2), 1-18. https://doi.org/10.3390/educsci13020185
Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2021). Immersive virtual reality as a pedagogical tool in education: A systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8(1), 1–32. https://doi.org/10.1007/s40692-020-00169-2
Han, D.-I., Jung, T., & Gibson, A. (2013). Dublin AR: Implementing augmented reality in tourism. In Z. Xiang & I. Tussyadiah (Eds), Information and Communication Technologies in Tourism 2014 (pp. 511–523). Springer International Publishing. https://doi.org/10.1007/978-3-319-03973-2_37
Harris, J. M., & Seo, M. (2024). Student reflections on enhancing cultural awareness in health education specialists: Insights from a collaborative online international learning (COIL) Experience. Pedagogy in Health Promotion, 10(2), 105–113. https://doi.org/10.1177/23733799241230499
Hertzog, M. A. (2008). Considerations in determining sample size for pilot studies. Research in Nursing & Health, 31(2), 180–191. https://doi.org/10.1002/nur.20247
Huang, H.-M., Rauch, U., & Liaw, S.-S. (2010). Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171–1182. https://doi.org/10.1016/j.compedu.2010.05.014
Ishihara, M., & Komori, T. (2016). Auditory and visual properties in the virtual reality using haptic device. In S. Lackey & R. Shumaker (Eds), Virtual, Augmented and Mixed Reality (Vol. 9740, pp. 135–146). Springer International Publishing. https://doi.org/10.1007/978-3-319-39907-2_13
Jumaat, N. F., Tasir, Z., Halim, N. D. A., & Ashari, Z. M. (2017). Project-based learning from constructivism point of view. Advanced Science Letters, 23(8), 7904–7906. https://doi.org/10.1166/asl.2017.9605
Kieanwatana, K., & Vongvit, R. (2024). Virtual reality in tourism: The impact of virtual experiences and destination image on the travel intention. Results in Engineering, 24, 1-12. https://doi.org/10.1016/j.rineng.2024.103650
Leong, W. Y., Leong, Y. Z., & Leong, W. S. (2024). Virtual reality in education: Case studies and applications. IET Conference Proceedings, 2023(35), 186–187. https://doi.org/10.1049/icp.2023.3332
Llanas, I. S. (2018). Brevísimo análisis doxográfico sobre el constructivismo: De los presocráticos a la cibernética de segundo orden. Bajo Palabra, 2018, 61–76. https://doi.org/10.15366/bp2018.18.003
Malik, R., Sharma, A., & Chaudhary, P. (2024). Transforming education with virtual reality. John Wiley & Sons, Inc. https://doi.org/10.1002/9781394200498
MavRomatis, M., Gaugne, R., Coulon, R., & Gouranton, V. (2025). A problem-driven approach to XR in education: Teaching non-euclidean geometries through virtual reality. 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 220–223. https://doi.org/10.1109/VRW66409.2025.00054
Mazurek, J., Kiper, P., Cieślik, B., Rutkowski, S., Mehlich, K., Turolla, A., & Szczepańska-Gieracha, J. (2019). Virtual reality in medicine: A brief overview and future research directions. Human Movement, 20(3), 16–22. https://doi.org/10.5114/hm.2019.83529
Menin, A., Torchelsen, R., & Nedel, L. (2018). An analysis of VR Technology used in immersive simulations with a serious game perspective. IEEE Computer Graphics and Applications, 38(2), 57–73. https://doi.org/10.1109/MCG.2018.021951633
Mura, P., Tavakoli, R., & Pahlevan Sharif, S. (2017). ‘Authentic but not too much’: Exploring perceptions of authenticity of virtual tourism. Information Technology and Tourism, 17(2), 145–159. Scopus. https://doi.org/10.1007/s40558-016-0059-y
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
Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1–6. https://doi.org/10.1108/10748120110424816
Rachmad, Y. E. (2024). Virtual Getaways: Exploring the impact of virtual reality on tourism. ResearchGate. https://doi.org/10.17605/OSF.IO/57VBC
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, 1-29. https://doi.org/10.1016/j.compedu.2019.103778
Shadiev, R., Xueying, W., & Huang, Y. M. (2020). Promoting Intercultural competence in a learning activity supported by virtual reality technology. International Review of Research in Open and Distributed Learning, 21(3), 157–174. https://doi.org/10.19173/irrodl.v21i3.4752
Shehade, M., & Stylianou-Lambert, T. (2020). Virtual reality in museums: Exploring the experiences of museum professionals. Applied Sciences, 10(11), 1-20. https://doi.org/10.3390/app10114031
Skard, S., Knudsen, E. S., Sjåstad, H., & Thorbjørnsen, H. (2021). How virtual reality influences travel intentions: The role of mental imagery and happiness forecasting. Tourism Management, 87, 1-9. https://doi.org/10.1016/j.tourman.2021.104360
Slater, M., & Wilbur, S. (1997). A Framework for immersive virtual environments (FIVE): speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616. https://doi.org/10.1162/pres.1997.6.6.603
Sugiyono. (2020). Metode penelitian pendidikan: Pendekatan kuantitatif, kualitatif, dan R&D. Alfabeta.
Sukserm, P. (2024). Determining the appropriate sample size in EFL pilot studies. Journal of Research Methodology, 37(3), 245–264. https://so12.tci-thaijo.org/index.php/jrm/article/view/1532
Tanvir, A. (2022). The Value of experience: Virtual Reality as a form of barrier-free tourism. ResearchGate. https://doi.org/10.13140/RG.2.2.32842.24001
Tussyadiah, I. P., Wang, D., Jung, T. H., & Tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140–154. https://doi.org/10.1016/j.tourman.2017.12.003
Wang, X., Rahimova, S., Shadiev, N., Fayziev, M., Gaevskaya, E., & Shadiev, R. (2020). The effects of a learning activity supported by VR technology on intercultural competence in Chinese students. Global Chinese Conference on Computers in Education Main Conference Proceedings (English Paper), 2020, 745–748. Scopus.
Wenli, L. (2023). Application of virtual reality technology and its impact on digital health in healthcare industry. Journal of Commercial Biotechnology, 27(4). https://doi.org/10.5912/jcb1320
Yang, Y. (2024). Technical challenges affecting the popularization of virtual reality technology. in Y. Yue (Ed.), Proceedings of the 2024 International Conference on Mechanics, Electronics Engineering and Automation (ICMEEA 2024) (Vol. 240, pp. 261–272). Atlantis Press International BV. https://doi.org/10.2991/978-94-6463-518-8_26
Yung, R., & Khoo-Lattimore, C. (2019). New realities: A systematic literature review on virtual reality and augmented reality in tourism research. Current Issues in Tourism, 22(17), 2056–2081. https://doi.org/10.1080/13683500.2017.1417359
Zhang, J. (2024). Application and challenges of virtual reality technology in language immersive learning. The Journal of Education Insights, 2(3), 25–28. https://doi.org/10.37155/2972-4856-0203-6
Copyright (c) 2025 Helmi Muzaki, Gatut Susanto, Kusubakti Andajani, Afiyahtun Isnaeni, Ilham Akhsani, Thilip Kumar Moorthy

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
The journal allows the author(s) to hold the copyright without restrictions. Finally, the journal allows the author(s) to retain publishing rights without restrictions
![]() | Jurnal Inovasi Teknologi Pendidikan by http://journal.uny.ac.id/index.php/jitp is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. |








