EFEKTIVITAS NEUROPLAY SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF BERBASIS VIRTUAL REALITY UNTUK MENINGKATKAN LITERASI NEUROSAINS DAN KESADARAN TERHADAP DIGITAL BRAINROT
DOI:
https://doi.org/10.51878/edutech.v6i3.11109Keywords:
NeuroPlay, Realitas Virtual (VR), Brainrot, Literasi Neuroscience, Kesehatan DigitalAbstract
Excessive digital media exposure among adolescents can affect concentration, mental well-being, and cognitive functioning, highlighting the need for educational interventions that promote awareness of brain function and healthy technology use. This study aimed to analyze the effectiveness of NeuroPlay, a Virtual Reality (VR)-based learning tool, in improving neuroscience literacy and students’ awareness of digital brainrot. The study employed a pre-experimental method using a One Group Pretest-Posttest Design. The participants consisted of 31 high school students selected through purposive sampling. Data were collected through pretests, posttests, and were analyzed descriptively. The findings revealed that NeuroPlay positively contributed to students’ learning outcomes. The mean posttest score reached 85.14, with an average increase of 18.75 points compared to the initial scores. In addition to improving students’ understanding of brain structure and function, NeuroPlay enhanced awareness of the negative effects of excessive digital media consumption through immersive and interactive learning experiences. These findings suggest that Virtual Reality has strong potential as an innovative educational medium for promoting neuroscience literacy and digital health education among adolescents.
ABSTRAK
Paparan media digital yang berlebihan pada remaja dapat memengaruhi konsentrasi, kesehatan mental, dan kemampuan kognitif sehingga diperlukan upaya edukatif untuk meningkatkan pemahaman mengenai fungsi otak dan penggunaan teknologi secara sehat. Penelitian ini bertujuan untuk menganalisis efektivitas NeuroPlay, media pembelajaran berbasis Virtual Reality (VR), dalam meningkatkan literasi neurosains dan kesadaran siswa terhadap fenomena digital brainrot. Penelitian menggunakan metode pre-eksperimen dengan desain One Group Pretest-Posttest Design. Subjek penelitian adalah 31 siswa SMA yang dipilih menggunakan teknik purposive sampling. Data dikumpulkan melalui pretest, dan posttest, kemudian dianalisis secara deskriptif. Hasil penelitian menunjukkan bahwa penggunaan NeuroPlay memberikan dampak positif terhadap hasil belajar siswa. Nilai rata-rata posttest mencapai 85,14 dengan peningkatan skor sebesar 18,75 poin dibandingkan dengan sebelum pembelajaran. Selain meningkatkan pemahaman mengenai struktur dan fungsi otak, NeuroPlay juga membantu siswa memahami dampak penggunaan media digital secara berlebihan melalui pengalaman belajar yang imersif dan interaktif. Temuan ini menunjukkan bahwa Virtual Reality berpotensi menjadi media pembelajaran inovatif untuk mendukung literasi neurosains dan edukasi kesehatan digital di kalangan remaja.
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