Short answer

Incorporate immersive technologies like VR 360 within project-based learning frameworks to create more engaging and effective educational models.

Field
Modelling
Source
Jurnal Kependidikan (2025)
Method
Research and Development (R&D) using the ADDIE model, incorporating expert validation, user feedback, and pre-test/post-test learning outcome assessment.
Sample
30 students (for effectiveness testing)
Evidence
Strong effect

Integrating 360-degree Virtual Reality (VR) with Project-Based Learning (PjBL) significantly improves students' conceptual understanding and critical thinking skills in economics. This modelling research insight is drawn from a 2025 study published in Jurnal Kependidikan. Using Research and development (r&d) using the addie model, incorporating expert validation, user feedback, and pre-test/post-test learning outcome assessment. with 30 students (for effectiveness testing), researchers explored how this design variable affects real-world outcomes. The key design takeaway: Incorporate immersive technologies like VR 360 within project-based learning frameworks to create more engaging and effective educational models.

Study
ModellingNew This WeekStrong effect

VR 360 and Project-Based Learning Enhance Economics Understanding

Integrating 360-degree Virtual Reality (VR) with Project-Based Learning (PjBL) significantly improves students' conceptual understanding and critical thinking skills in economics.

Jurnal Kependidikan · 2025

01

Key Findings

  • 01Expert validation rated the media as highly valid (M = 4.42).
  • 02Lecturer and student feedback indicated high practicality (M = 4.36 and M = 4.29, respectively).
  • 03Learning outcomes significantly improved from a mean score of 63.1 to 82.5 (p < 0.001).
  • 04Critical thinking skills improved from 2.8 to 4.0 on a 1-5 scale.
02

Application

Design takeaway

Incorporate immersive technologies like VR 360 within project-based learning frameworks to create more engaging and effective educational models.

How to apply

Develop interactive VR simulations that allow users to explore and manipulate economic models, supported by project-based tasks that require critical analysis of the simulated outcomes.

Project actions

  • 01When designing, consider how to best represent complex concepts visually in a VR environment.
  • 02Ensure the project tasks directly relate to the VR experience and encourage critical thinking.
03

Method & Evidence

AimTo develop and evaluate hybrid interactive media integrating VR 360 technology with Project-Based Learning for enhancing economics education.
MethodResearch and Development (R&D) using the ADDIE model, incorporating expert validation, user feedback, and pre-test/post-test learning outcome assessment.
ProcedureThe study involved needs analysis, prototype design, media development using VR 360 and PjBL, implementation in an economics course, and evaluation through expert reviews, questionnaires, and learning outcome tests.
Sample30 students (for effectiveness testing)
ContextHigher education economics learning

Variables

IV["Hybrid Interactive Media (PjBL + VR 360)"]
DV["Conceptual understanding","21st-century skills (specifically critical thinking)","Learning motivation"]
CV["Subject matter (economics)","Educational level (university students)","Pre-test scores"]
04

Strengths & Limitations

Strengths

  • +Utilizes innovative technology (VR 360) for educational modelling.
  • +Employs a robust R&D methodology (ADDIE model).
  • +Demonstrates statistically significant improvements in learning outcomes.

Limitations

The cost and accessibility of VR technology can be a barrier to widespread implementation.

Reliability & validity

The study employed expert validation and statistical analysis (paired-sample t-test) to establish the validity and reliability of the findings regarding the media's effectiveness.

Think critically

To what extent can the effectiveness of VR 360 and PjBL be replicated in subjects with more abstract or less visually representable concepts?

05

Design Principles

"Immersive simulation combined with active project engagement enhances conceptual understanding and skill development."

This approach offers a novel way to model complex economic concepts in an immersive and interactive environment. By allowing students to engage with projects within virtual simulations, educators can foster deeper comprehension and develop essential 21st-century skills.

06

What This Means for Your Design

Using virtual reality (VR) to create 3D environments and combining it with projects where students have to solve problems makes learning economics much better and helps them think more critically.

How to use in your project

  • 1.Reference this study when exploring the use of simulation or immersive technologies in your design project, particularly if it involves an educational or training component.
07

Add to My Project

08

Quick Cite

Paragraph starter

The integration of 360-degree Virtual Reality (VR) technology with Project-Based Learning (PjBL) has demonstrated significant potential in enhancing conceptual understanding and critical thinking skills, as evidenced by a study in economics education where learning outcomes improved substantially (Ulfa & Kurniawan, 2025). This suggests that immersive and interactive modelling approaches can be highly effective in educational contexts.

09

Source

Jurnal Kependidikan

Hybrid Interactive Media Based on Project-Based Learning (PjBL) with VR 360 Technology: An Innovation in Economics Learning for University Students

journal · 2025

View source

Questions About This Research

What does the research say about vr 360 and project-based learning enhance economics understanding?
Incorporate immersive technologies like VR 360 within project-based learning frameworks to create more engaging and effective educational models. Evidence: Jurnal Kependidikan (2025).
Why does "VR 360 and Project-Based Learning Enhance Economics Understanding" matter for design?
This approach offers a novel way to model complex economic concepts in an immersive and interactive environment. By allowing students to engage with projects within virtual simulations, educators can foster deeper comprehension and develop essential 21st-century skills.
How can designers apply this research?
Incorporate immersive technologies like VR 360 within project-based learning frameworks to create more engaging and effective educational models.
What were the main findings?
Expert validation rated the media as highly valid (M = 4.42).. Lecturer and student feedback indicated high practicality (M = 4.36 and M = 4.29, respectively).. Learning outcomes significantly improved from a mean score of 63.1 to 82.5 (p < 0.001).. Critical thinking skills improved from 2.8 to 4.0 on a 1-5 scale.
What research method was used?
Research and Development (R&D) using the ADDIE model, incorporating expert validation, user feedback, and pre-test/post-test learning outcome assessment. with 30 students (for effectiveness testing).
How strong is the evidence?
Evidence strength is rated Strong effect, based on a 2025 journal from Jurnal Kependidikan.
What should I do differently in my next project?
Develop interactive VR simulations that allow users to explore and manipulate economic models, supported by project-based tasks that require critical analysis of the simulated outcomes.
What are the limitations?
The study was conducted within a specific university context and may not be generalizable to all educational settings or subjects without adaptation.