Interactive and Meaningful Islamic Religious Education Learning in the Metaverse; Potential for Integration of Educational Contexts in Indonesia
Abstract
Pembelajaran pendidikan agama Islam berupaya mentransformasikan berbagai potensi dasar peserta didik agar terbentuk insan paripurna. Upaya itu membutuhkan pembelajaran yang harus bermakna. Namun masalah interaktifitas dan kebermaknaan pembelajaran ini banyak mempengaruhi peserta didik, disisi lain paradigma empiris diberbagai negara menyuarakan pembelajaran berbasis Metaverse yang futuristis, sedangkan pembelajaran pendidikan agama Islam di Indonesia dihadapkan pada tantangan sekaligus peluang di era Metaverse. Tuntutan informasi, pemenuhan akses, interaktifitas dan kebermaknaan pembelajaran makin dibutuhkan, faktanya mendesak diperhatikan adanya inovasi yang harus adaptif. Metaverse mengusung transformasi tekhnologi pembelajaran berbasis virtual reality, imersif dan imajiner yang diprediksi dapat memberi kenyamanan belajar. Berbagai literatur sebelumnya menjadi dasar kajian ini. Tujuan penelitian ini untuk mengkaji dan mengusulkan paradigma tentang potensi dan integrasi pembelajaran pendidikan agama Islam dalam Metaverse sebagai upaya mewujudkan pembelajaran yang interaktif dan bermakna khususnya dalam konteks pendidikan di Indonesia. Penelitian ini menggunakan metode kualitatif pendekatan kajian kepustakaan yaitu sumber-sumber data ilmiah dan kredibel dikumpulkan dan dianalisis mendalam. Setelah proses olah data secara ilmiah dikemukakan paradigma bermakna dan informatif yang diajukan sebagai temuan. Pembelajaran pendidikan agama Islam relevan terintegrasi dalam Metaverse, pembelajaran dapat terwujud secara interaktif dan bermakna bagi peserta didik dengan memperhatikan esensi afektif, inovasinya memerlukan pendekatan holistik, adaptif dan integratif serta tidak mengabaikan nilai-nilai fundamental, sosial dan budaya bangsa Indonesia. Karena itu dapat menjadi pertimbangan dalam mengoptimalkan pembelajaran pendidikan agama Islam secara luas.
Full Text:
PDFReferences
Antin, D. (2020). The Technology of the Metaverse, It’s Not Just VR. The Startup. https://medium.com/swlh/the-technology-of-the-Metaverse-its-not-just-vr-78fb3c603fe9
Areepong, T., Nilsook, P., & Wannapiroon, P. (2022). A Study of a Metaverse Interdisciplinary Learning Community. Proceedings - 2022 Research, Invention, and Innovation Congress: Innovative Electricals and Electronics, RI2C 2022, 290–296. https://doi.org/10.1109/RI2C56397.2022.9910268
Aryanti, N., Haryono, B., Genua, V., Triani, L., & Sarah Ayu Ramadhani. (2022). Sistem Informasi dan Teknologi Digital Era Metaverse (D. Adi Wijayanto (ed.). Akademia Pustaka.
Ayiter, E. (2008). Integrative art education in a Metaverse: ground. Technoetic Arts, 6(1), 41–53. https://doi.org/10.1386/TEAR.6.1.41_1
Balbay, S., & Kilis, S. (2017). Students’ Perceptions of the use of a YouTube channel specifically designed for an Academic Speaking Skills Course. EURASIAN JOURNAL OF APPLIED LINGUISTICS, 3(2), 235–251. https://doi.org/10.32601/EJAL.461003
Barry, D. M., Kanematsu, H., Fukumura, Y., Ogawa, N., Okuda, A., Taguchi, R., & Nagai, H. (2009). International Comparison for Problem Based Learning in Metaverse. The ICEE and ICEER 2009 Korea (International Conference on Engineering Education and Research), 1(4), 60–66.
Creswell, W. (2012). Educational Research, Planning, Conductin and Evaluating Quantitative and Qualitative (Four Edition). Person.
Degeng, I. N. S. (2013). Ilmu Pembelajaran; Klasifikasi Variabel untuk Pengembangan Teori dan Penelitian. Aras Media.
Dionisio, J. D. N., Burns, W. G., & Gilbert, R. (2013). 3D Virtual worlds and the Metaverse. ACM Computing Surveys (CSUR), 45(3). https://doi.org/10.1145/2480741.2480751
Fernando, H., & Larasati, Y. G. (2022). Metaverse and Hajj: The Meaning of Muslims in Indonesia. KURIOSITAS:Media Komunikasi Sosial Dan Keagamaan, 15(2), 195–217. http://ejurnal.iainpare.ac.id/index.php/kuriositas.
Fromkin, S. (2022). Metaverse opportunities for education. Fact Company. https://www.fastcompany.com/90718919/the-Metaverse-can-provide-a-whole-new-opportunity-for-education-heres-what-to-consider
Gilbert, R. L., Murphy, N. A., & Clementina Ávalos, M. (2011). Realism, idealization, and potential negative impact of 3D virtual relationships. Computers in Human Behavior, 27(5), 2039–2046. https://doi.org/10.1016/J.CHB.2011.05.011
Hirsh-pasek, K., Zosh, J. M., Hadani, S., Golinkoff, R. M., Clark, K., Donohue, C., & Wartella, E. (2022). A whole new world : Education meets the Metaverse (Issue February).
Hude, M. D. (2018). Mengemas Pembelajaran Pendidikan Agama Islam yang Bermakna. Qiro’ah, 1(1), 25–43.
Jonassen, D. H., & Strobel, J. (2006). Modeling for meaningful learning. Engaged Learning with Emerging Technologies, 1–27. https://doi.org/10.1007/1-4020-3669-8_1
Joyce, B., Marsha, W., & Calhoun, E. (2003). Models of Teaching (Fifth Edition). Indian, Reprint.
Jung, J. J. S. K. (2021). Exploring the educational applicability of Metaverse-based platforms. The Korean Society for Information Education, 12(2), 361–368.
Kim, J., Jovanovi´c, A. J., & Milosavljevi´c, A. M. (2022). VoRtex Metaverse Platform for Gamified Collaborative Learning. Electronics 2022, Vol. 11, Page 317, 11(3), 317. https://doi.org/10.3390/ELECTRONICS11030317
Koeswanti, H. D. (2021). Optimization of Online Learning with A Combination of Offline Practices in The Post-Pandemic Era. International Journal of Elementary Education, 5(2), 315–322. https://doi.org/10.23887/IJEE.V5I2.34752
Kye, B., Han, N., Kim, E., Park, Y., & Jo, S. (2021). Educational applications of Metaverse: possibilities and limitations. Journal of Educational Evaluation for Health Professions, 18. https://doi.org/10.3352/JEEHP.2021.18.32
Lee, L.-H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., Kumar, A., Bermejo, C., & Hui, P. (2021). All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda. Journal of Latex Class Files, 14(8). https://arxiv.org/abs/2110.05352v3
Maloney, D. (2021). A Youthful Metaverse: Towards Designing Safe, Equitable, and Emotionally Fulfilling Social Virtual Reality Spaces for Younger Users. All Dissertations. https://tigerprints.clemson.edu/all_dissertations/2931
Muhaimin. (2002). Paradigma Pendidikan Islam Upaya Mengefektifkan Pendidikan Agama Islam di Sekolah. Remaja Rosdakarya.
Mujianto, H. (2019). Pemanfaatan Youtube Sebagai Media Ajar Dalam Meningkatkan Minat Dan Motivasi Belajar. Jurnal Komunikasi Universitas Garut: Hasil Pemikiran Dan Penelitian, 5(1), 135–159. https://doi.org/10.10358/JK.V5I1.588
Narin, N. G. (2021). A Content Analysis of the Metaverse Articles. In Journal of Metaverse (Vol. 1, Issue 1, pp. 17–24). İzmir Academy Association. https://dergipark.org.tr/en/pub/jmv/issue/67581/1051382
Nevelsteen, K. J. L. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29(1), e1752. https://doi.org/10.1002/CAV.1752
Ning, H., Wang, H., Lin, Y., Wang, W., Dhelim, S., Farha, F., Ding, J., & Daneshmand, M. (2021). A Survey on Metaverse: the State-of-the-art, Technologies, Applications, and Challenges. Pracetak ArXiv ArXiv:2111.09673 . http://arxiv.org/abs/2111.09673
Noor, A. F. (2013). Pembelajaran Bermakna Untuk Mencapai Pendidikan Karakter. Anterior Jurnal, 12(2), 54-60–54–60. https://doi.org/10.33084/ANTERIOR.V12I2.308
Novia, W., & Wasehudin, W. (2021). Dampak Pandemi Covid Terhadap Pembelajaran Daring Mata Pelajaran Pai. TARBAWY : Indonesian Journal of Islamic Education, 8(1), 23–37. https://doi.org/10.17509/t.v8i1.28551
Park, S. M., & Kim, Y. G. (2022). A Metaverse: Taxonomy, Components, Applications, and Open Challenges. IEEE Access, 10, 4209–4251. https://doi.org/10.1109/ACCESS.2021.3140175
Rabiman, R., Sudira, P., Sofyan, H., & Nurtanto, M. (2021). Practical Learning Media in Subject Maintenance of Chassis and Power (MCP) Based Online: Simple Learning Using Videos on YouTube. International Journal of Interactive Mobile Technologies, 15(3), 130–145. https://doi.org/10.3991/ijim.v15i03.14943
Rahayu, S., & Kejora, B. M. (2022). Guru Pendidikan Agama Islam dalam Pembelajaran Online di Masa Pandemic Covid 19. Jurnal Pendidikan, 10(1), 89–103. https://doi.org/10.36232/pendidikan.v10i1.1253
Rhee, H. (2021). Necessity of Establishing New Concept of Empathy Across Metaverse for AI Era. Journal of Korea Game Society 2021, 21(3), 79–90.
Roller, M. (2010). Universal Adaptation of Avatar Technology and the Metaverse for Online... Global Learn, 2010(1), 50–53. http://www.learntechlib.org/p/34220/
Saxena, C., Baber, H., & Kumar, P. (2020). Examining the Moderating Effect of Perceived Benefits of Maintaining Social Distance on E-learning Quality During COVID-19 Pandemic. Https://Doi.Org/10.1177/0047239520977798, 49(4), 532–554. https://doi.org/10.1177/0047239520977798
Setyosari, P. (2001). Rancangan Pembelajaran (Teori Dan Praktek). Elang Mas.
Suh, A. (2023). How users cognitively appraise and emotionally experience the Metaverse: focusing on social virtual reality. Information Technology and People, ahead-of-print(ahead-of-print). https://doi.org/10.1108/ITP-06-2022-0461/FULL/XML
Suyuti, H., Fitriyana, S., & Farida, E. Y. (2021). Teknologi Pembelajaran Pai. Al-Iltizam: Jurnal Pendidikan Agama Islam, 6(2), 68. https://doi.org/10.33477/alt.v6i2.2444
Umar. (2016). Studi Tekhnologi PAI Dari Sejarah Islam Hingga Era Modern (Tinjauan Historis Pemanfaatan, Agenda Aksi dan Perubahan Pendidikan). Al-Qalam: Jurnal Kajian Islam & Pendidikan, 8(1), 108–123.
Umar, Setyosari, P., Kamdi, W., & Sulton. (2021). Exploration of Moral Integrity Education and Superior Cadre Leadership at Madrasah Boarding School Indonesia. International Journal of Instruction, 14(4), 753–774. https://doi.org/10.29333/iji.2021.14443a
Umar, U., & Ismail, I. (2021). Learning Construction of Students of Prospective Teacher Based on Digital Literacy in the Era of Pandemic Covid-19. Proceedings of the 2nd Borobudur International Symposium on Humanities and Social Sciences, BIS-HSS 2020, 2–9. https://doi.org/10.4108/eai.18-11-2020.2311617
Usmani, S. S., Sharath, M., & Mehendale, M. (2022). Future of mental health in the Metaverse. General Psychiatry, 35(4). https://doi.org/10.1136/gpsych-2022-100825
Vallori, A. B. (2014). Meaningful Learning in Practice. Journal of Education and Human Development, 3(4), 199–209. https://doi.org/10.15640/jehd.v3n4a18
Wahid, R., Pribadi, F., Pribadi, F., Wakas, B. E., & Wakas, B. E. (2020). Digital Activism: Covid-19 Effects in Campus Learning. Budapest International Research and Critics in Linguistics and Education (BirLE) Journal, 3(3), 1336–1342. https://doi.org/10.33258/birle.v3i3.1174
Xi, N., Chen, J., Gama, F., Riar, M., & Hamari, J. (2022). The challenges of entering the Metaverse: An experiment on the effect of extended reality on workload. Information Systems Frontiers 2022 25:2, 25(2), 659–680. https://doi.org/10.1007/S10796-022-10244-X
Yohan, H. jin L. H. (2022). Technology-Enhanced Education through VR-Making and Metaverse-Linking to Foster Teacher Readiness and Sustainable Learning. Sustainability, 14(4786). https://doi.org/https:// doi.org/10.3390/su14084786
Zhao, Y., Jiang, J., Chen, Y., Liu, R., Yang, Y., Xue, X., & Chen, S. (2022). Metaverse: Perspectives from graphics, interactions and visualization. Visual Informatics, 6(1), 56–67. https://doi.org/10.1016/J.VISINF.2022.03.002
Zulazizi, M., & Nawi, M. (2020). Transformasi Pengajaran dan Pembelajaran Multimedia dalam Pendidikan Islam: Satu Perbincangan: Transformation of Multimedia Teaching and Learning in Islamic Education: A Discussion. Journal of ICT in Education, 7(2), 14–26. https://doi.org/10.37134/JICTIE.VOL7.2.2.2020.
Refbacks
- There are currently no refbacks.