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The integration of the Metaverse into innovative education has the potential to transform traditional teaching methods, offering new opportunities for both in-person and remote learning, ultimately making education more engaging and effective. This research aims to provide a cutting-edge assessment of how the Metaverse is integrated into education specific to science learning in the context of future employment. This article highlights its contemporary relevance and novel insights. This qualitative descriptive study uses data-gathering procedures based on the library research method. Metaverse platforms offer immersive and interactive experiences that enhance students’ understanding of scientific concepts. Metaverse-based science learning is not confined by geographic limitations, enabling a broader audience to access quality educational content. Researchers are increasingly interested in investigating the effectiveness of metaverse-based science learning, and industry support and investment drive innovation in this field. However, this study is limited in its reliance on Scopus as the sole source of articles. Nevertheless, this research is a valuable resource for educators seeking to integrate the Metaverse into science education. Researchers recommend that future researchers conduct more targeted literature reviews focusing on specific learning models, subjects, educational levels, and curriculum variations.
The integration of the Metaverse into innovative education has the potential to transform traditional teaching methods, offering new opportunities for both in-person and remote learning, ultimately making education more engaging and effective. This research aims to provide a cutting-edge assessment of how the Metaverse is integrated into education specific to science learning in the context of future employment. This article highlights its contemporary relevance and novel insights. This qualitative descriptive study uses data-gathering procedures based on the library research method. Metaverse platforms offer immersive and interactive experiences that enhance students’ understanding of scientific concepts. Metaverse-based science learning is not confined by geographic limitations, enabling a broader audience to access quality educational content. Researchers are increasingly interested in investigating the effectiveness of metaverse-based science learning, and industry support and investment drive innovation in this field. However, this study is limited in its reliance on Scopus as the sole source of articles. Nevertheless, this research is a valuable resource for educators seeking to integrate the Metaverse into science education. Researchers recommend that future researchers conduct more targeted literature reviews focusing on specific learning models, subjects, educational levels, and curriculum variations.
This study aims to develop and evaluate the feasibility and effectiveness of the Dilemma-STEAM learning model using motion graphic videos in teaching Parabolic Motion. The developed motion graphic videos incorporate five Dilemma-STEAM learning syntaxes: Reflection, Exploration, Elaboration, Integration, and Transformation, which address the topic of Parabolic Motion. The development model utilized in this Research and Development (R&D) method follows the 4D model (Define, Design, Develop, and Disseminate) with the following stages: 1. Needs analysis, 2. Product design, 3. Product development, 4. Feasibility testing and product trials. Based on needs analysis conducted through field observations, it was found that students require learning media in the form of motion graphics for the subject of Parabolic Motion using the Dilemma-STEAM learning model. Feasibility tests by subject matter experts, media experts, and learning experts were conducted using feasibility questionnaires, yielding an average feasibility percentage of 92% for subject matter experts, 89% for media experts, and 78% for learning experts. Additionally, readability tests and trials of the Dilemma-STEAM learning model were conducted with eleventh-grade students, with average effectiveness percentages of 78% and 75%, respectively. Based on the obtained average percentages, it is concluded that the Dilemma-STEAM learning model based on motion graphic videos is feasible and effective as a learning medium for eleventh-grade Physics.
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