Main Article Content
Abstract
Pendahuluan: Perkembangan teknologi digital mendorong perlunya inovasi
dalam dunia pendidikan, termasuk pada jenjang Sekolah Dasar. Studi ini
bertujuan untuk meningkatkan mutu proses pembelajaran melalui pemanfaatan
teknologi Metaverse dalam lingkungan sekolah dasar. Metode: Participatory
Learning and Action (PLA), yang menekankan pada partisipasi aktif para guru
melalui tahapan identifikasi masalah, perencanaan solusi, hingga pelaksanaan
dan evaluasi bersama. Hasil: Hasil kegiatan menunjukkan bahwa guru-guru di
KKG SD Kedewan mengalami peningkatan pemahaman dan keterampilan
dalam menerapkan Metaverse sebagai media pembelajaran interaktif, yang
ditandai dengan adanya perubahan pendekatan mengajar dari konvensional
menuju model pembelajaran berbasis teknologi imersif. Selain itu, terjadi
peningkatan antusiasme dan keterlibatan siswa dalam proses belajar yang lebih
interaktif dan kontekstual. Kesimpulan: Pembelajaran Metaverse dapat menjadi
salah satu strategi inovatif untuk meningkatkan kualitas pembelajaran di
sekolah dasar jika didukung dengan pelatihan yang tepat dan berkelanjutan.
Keywords
Article Details

This work is licensed under a Creative Commons Attribution 4.0 International License.
© 2025 Oleh authors. Lisensi Jurnal SOLMA, LPPM-Uhamka, Jakarta. Artikel ini bersifat open access yang didistribusikan di bawah syarat dan ketentuan Creative Commons Attribution (CC BY) license. (http://creativecommons.org/licenses/by/4.0/).
References
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- Alkhwaldi, A. F. (2024). Investigating the Social Sustainability of Immersive Virtual Technologies in Higher Educational Institutions: Students’ Perceptions toward Metaverse Technology. Sustainability (Switzerland), 16(2). https://doi.org/10.3390/su16020934
- Alsamh, M. H. (2024). Multisensory Metaverse-6G: A New Paradigm of Commerce and Education. IEEE Access, 12, 75657–75677. https://doi.org/10.1109/ACCESS.2024.3392838
- Arpaci, I. (2024). Investigating the role of psychological needs in predicting the educational sustainability of Metaverse using a deep learning-based hybrid SEM-ANN technique. Interactive Learning Environments, 32(6), 2957–2969. https://doi.org/10.1080/10494820.2022.2164313
- Beck, D. (2024). Educational Practices and Strategies with Immersive Learning Environments: Mapping of Reviews for Using the Metaverse. IEEE Transactions on Learning Technologies, 17, 319–341. https://doi.org/10.1109/TLT.2023.3243946
- Capatina, A. (2024). Elevating students’ lives through immersive learning experiences in a safe metaverse. International Journal of Information Management, 75. https://doi.org/10.1016/j.ijinfomgt.2023.102723
- Darmawan, D., Alamsyah, T. P., & Rosmilawati, I. (2020). Participatory Learning and Action untuk Menumbuhkan Quality of Life pada Kelompok Keluarga Harapan di Kota Serang. Journal of Nonformal Education and Community Empowerment, 4(2), 160–169. https://doi.org/10.15294/pls.v4i2.41400
- Dreamson, N. (2023). Metaverse-Based Learning Through Children’s School Space Design. International Journal of Art and Design Education, 42(1), 125–138. https://doi.org/10.1111/jade.12449
- Fadli, M. (2017). Manajemen Peningkatan Mutu Pendidikan. Jurnal Studi Management Pendidikan, 1(02), 26.
- Gu, J. (2023). A Metaverse-Based Teaching Building Evacuation Training System With Deep Reinforcement Learning. IEEE Transactions on Systems, Man, and Cybernetics: Systems, 53(4), 2209–2219. https://doi.org/10.1109/TSMC.2022.3231299
- Guo, H. (2022). Metaverse-Powered Experiential Situational English-Teaching Design: An Emotion-Based Analysis Method. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.859159
- Han, J. (2023). Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning. Education Sciences, 13(3). https://doi.org/10.3390/educsci13030296
- Hare, R. (2023). Hierarchical Deep Reinforcement Learning With Experience Sharing for Metaverse in Education. IEEE Transactions on Systems, Man, and Cybernetics: Systems, 53(4), 2047–2055. https://doi.org/10.1109/TSMC.2022.3227919
- Hasdiansyah, A. (2023). Buku Ajar Pemberdayaan Masyarakat. https://repository.penerbiteureka.com/publications/566988/
- Ichsan. (2023). Introduction of Augmented Reality to Create Interactive Learning Media for Teachers in Purwakarta. REKA ELKOMIKA Jurnal Pengabdian Kepada Masyarakat, 4(1), 16–24.
- Indarta, Y., Ambiyar, A., Samala, A. D., & Watrianthos, R. (2022). Metaverse: Tantangan dan Peluang dalam Pendidikan. Jurnal Basicedu, 6(3), 3351–3363. https://doi.org/10.31004/basicedu.v6i3.2615
- Indarta, Y., Jalinus, N., Waskito, W., Samala, A. D., Riyanda, A. R., & Adi, N. H. (2022). Relevansi Kurikulum Merdeka Belajar dengan Model Pembelajaran Abad 21 dalam Perkembangan Era Society 5.0. Edukatif : Jurnal Ilmu Pendidikan, 4(2), 3011–3024. https://doi.org/10.31004/edukatif.v4i2.2589
- Kurniawan, A., Indarso, A. O., Sembada, W. Y., & ... (2021). Pemberdayaan Literasi Digital di Desa Waringin Kurung, Cimanggu, Pandeglang. Indonesian Journal of …. https://jurnal.lkd-pm.com/index.php/IJSE/article/view/35
- Lee, H. J. (2022). Technology-Enhanced Education through VR-Making and Metaverse-Linking to Foster Teacher Readiness and Sustainable Learning. Sustainability (Switzerland), 14(8). https://doi.org/10.3390/su14084786
- Lee, J. H. (2022). Development and Application of a Metaverse-Based Social Skills Training Program for Children With Autism Spectrum Disorder to Improve Social Interaction: Protocol for a Randomized Controlled Trial. JMIR Research Protocols, 11(6). https://doi.org/10.2196/35960
- M. Romadhon Habibullah; Suttrisno. (2024). Pendampingan Penyusunan Soal Evaluasi Pembelajaran Berbasis Digital Bagi Guru Madrasah Ibtidaiyah Bahrul Ulum 1 Bulu Balen Bojonegoro. Jurnal SOLMA, 13(1). https://doi.org/10.2236/solma.v13i1.13409
- Mahartika, I., Iwan, I., Suttrisno, S., Dwinanto, A., Yulia, N. M., Andryanto, A., Mustika, N., Mas’ud, H., Sudirman, S., Chamidah, D., & others. (2023). Media Pembelajaran Berbasis Augmented Reality. Yayasan Kita Menulis.
- Natale, A. F. Di. (2024). Exploring students’ acceptance and continuance intention in using immersive virtual reality and metaverse integrated learning environments: The case of an Italian university course. Education and Information Technologies, 29(12), 14749–14768. https://doi.org/10.1007/s10639-023-12436-7
- Pamoedji, A. K. M. dan R. S. (2017). Mudah Membuat Game Augmented Reality (AR) dan Virtual Reality (VR) dengan Unity 3D. PT. Elex Media Komputindo.
- Putri Supriadi, S. R. R., Haedi, S. U., & Chusni, M. M. (2022). Inovasi pembelajaran berbasis teknologi Artificial Intelligence dalam Pendidikan di era industry 4.0 dan society 5.0. Jurnal Penelitian Sains Dan Pendidikan (JPSP), 2(2), 192–198. https://doi.org/10.23971/jpsp.v2i2.4036
- Ryu, J. (2022). Design of Secure Mutual Authentication Scheme for Metaverse Environments Using Blockchain. IEEE Access, 10, 98944–98958. https://doi.org/10.1109/ACCESS.2022.3206457
- Samala, A. D. (2023). Metaverse Technologies in Education: A Systematic Literature Review Using PRISMA. International Journal of Emerging Technologies in Learning, 18(5), 231–252. https://doi.org/10.3991/IJET.V18I05.35501
- Saputra, H. N., Salim, S., Idhayani, N., & Prasetiyo, T. K. (2020). Augmented Reality-Based Learning Media Development. AL-ISHLAH: Jurnal Pendidikan, 12(2), 176–184. https://doi.org/10.35445/alishlah.v12i2.258
- Sin, Z. P. T. (2023). Toward an Edu-Metaverse of Knowledge: Immersive Exploration of University Courses. IEEE Transactions on Learning Technologies, 16(6), 1096–1110. https://doi.org/10.1109/TLT.2023.3290814
- Suttrisno, & Eko Arief Cahyono. (2022). Pemberdayaan Guru Honorer Melalui Launching Sobat Pintar Akademia (Sopia) dan Aplikasi Media Pembelajaran Sebagai Upaya Peningkatan Ekonomi di Masa Pandemi Covid-19. Mafaza : Jurnal Pengabdian Masyarakat, 2(1), 136–146. https://doi.org/10.32665/mafaza.v2i1.462
- Suttrisno, Mahruzah Yulia, N., & Darul Liana Putri, D. (2024). Pengembangan Media Interaktif Assemblr Edu Berbasis Augmented Reality Dalam Meningkatkan Literasi Sains Siswa Kelas 6. Jurnal Pendidikan Dasar Flobamorata, 5(3), 410–419. https://doi.org/10.51494/jpdf.v5i3.1267
- Suttrisno, N. M. Y. (2024). Artificial Intelligence In Science Learning In Primary Schools. International Journal Of Humanities Education And Social Sciences (IJHESS), 6(3), 2854–2859. https://doi.org/10.55227/ijhess.v3i6.840
- Suttrisno, Yulia, N. M., & Fithriyah, D. N. (2022). Mengembangkan Kompetensi Guru dalam Melaksanakan Evaluasi Pembelajaran di Era Merdeka Belajar. Zahra, 3(1), 52–60.
- Thahir, M. (2023). Manajemen Mutu Sekolah. Indonesia Emas Group.
- Wijaya, I. K. W. B. (2018). Mengembangkan Kecerdasan Majemuk Siswa Sekolah Dasar (SD) Melalui Pembelajaran IPA Untuk Meningkatkan Mutu Lulusan Sekolah Dasar. Jurnal Penjaminan Mutu, 4(2), 147–154.
- Wu, J. G. (2024). Into the Brave New Metaverse: Envisaging Future Language Teaching and Learning. IEEE Transactions on Learning Technologies, 17, 44–53. https://doi.org/10.1109/TLT.2023.3259470
- Yenduri, G. (2023). From Assistive Technologies to Metaverse - Technologies in Inclusive Higher Education for Students with Specific Learning Difficulties: A Review. IEEE Access, 11, 64907–64927. https://doi.org/10.1109/ACCESS.2023.3289496
- Yulia, N. M., & Suttrisno, S. (2024). Developing Local Wisdom-Based Augmented Reality Modules for Science and Social Studies Learning in Elementary Schools. AL-ISHLAH: Jurnal Pendidikan, 16(4). https://doi.org/10.35445/alishlah.v16i4.5987
References
Al-Adwan, A. S. (2024). The determinants of Gen Z’s metaverse adoption decisions in higher education: Integrating UTAUT2 with personal innovativeness in IT. Education and Information Technologies, 29(6), 7413–7445. https://doi.org/10.1007/s10639-023-12080-1
Alkhwaldi, A. F. (2024). Investigating the Social Sustainability of Immersive Virtual Technologies in Higher Educational Institutions: Students’ Perceptions toward Metaverse Technology. Sustainability (Switzerland), 16(2). https://doi.org/10.3390/su16020934
Alsamh, M. H. (2024). Multisensory Metaverse-6G: A New Paradigm of Commerce and Education. IEEE Access, 12, 75657–75677. https://doi.org/10.1109/ACCESS.2024.3392838
Arpaci, I. (2024). Investigating the role of psychological needs in predicting the educational sustainability of Metaverse using a deep learning-based hybrid SEM-ANN technique. Interactive Learning Environments, 32(6), 2957–2969. https://doi.org/10.1080/10494820.2022.2164313
Beck, D. (2024). Educational Practices and Strategies with Immersive Learning Environments: Mapping of Reviews for Using the Metaverse. IEEE Transactions on Learning Technologies, 17, 319–341. https://doi.org/10.1109/TLT.2023.3243946
Capatina, A. (2024). Elevating students’ lives through immersive learning experiences in a safe metaverse. International Journal of Information Management, 75. https://doi.org/10.1016/j.ijinfomgt.2023.102723
Darmawan, D., Alamsyah, T. P., & Rosmilawati, I. (2020). Participatory Learning and Action untuk Menumbuhkan Quality of Life pada Kelompok Keluarga Harapan di Kota Serang. Journal of Nonformal Education and Community Empowerment, 4(2), 160–169. https://doi.org/10.15294/pls.v4i2.41400
Dreamson, N. (2023). Metaverse-Based Learning Through Children’s School Space Design. International Journal of Art and Design Education, 42(1), 125–138. https://doi.org/10.1111/jade.12449
Fadli, M. (2017). Manajemen Peningkatan Mutu Pendidikan. Jurnal Studi Management Pendidikan, 1(02), 26.
Gu, J. (2023). A Metaverse-Based Teaching Building Evacuation Training System With Deep Reinforcement Learning. IEEE Transactions on Systems, Man, and Cybernetics: Systems, 53(4), 2209–2219. https://doi.org/10.1109/TSMC.2022.3231299
Guo, H. (2022). Metaverse-Powered Experiential Situational English-Teaching Design: An Emotion-Based Analysis Method. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.859159
Han, J. (2023). Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning. Education Sciences, 13(3). https://doi.org/10.3390/educsci13030296
Hare, R. (2023). Hierarchical Deep Reinforcement Learning With Experience Sharing for Metaverse in Education. IEEE Transactions on Systems, Man, and Cybernetics: Systems, 53(4), 2047–2055. https://doi.org/10.1109/TSMC.2022.3227919
Hasdiansyah, A. (2023). Buku Ajar Pemberdayaan Masyarakat. https://repository.penerbiteureka.com/publications/566988/
Ichsan. (2023). Introduction of Augmented Reality to Create Interactive Learning Media for Teachers in Purwakarta. REKA ELKOMIKA Jurnal Pengabdian Kepada Masyarakat, 4(1), 16–24.
Indarta, Y., Ambiyar, A., Samala, A. D., & Watrianthos, R. (2022). Metaverse: Tantangan dan Peluang dalam Pendidikan. Jurnal Basicedu, 6(3), 3351–3363. https://doi.org/10.31004/basicedu.v6i3.2615
Indarta, Y., Jalinus, N., Waskito, W., Samala, A. D., Riyanda, A. R., & Adi, N. H. (2022). Relevansi Kurikulum Merdeka Belajar dengan Model Pembelajaran Abad 21 dalam Perkembangan Era Society 5.0. Edukatif : Jurnal Ilmu Pendidikan, 4(2), 3011–3024. https://doi.org/10.31004/edukatif.v4i2.2589
Kurniawan, A., Indarso, A. O., Sembada, W. Y., & ... (2021). Pemberdayaan Literasi Digital di Desa Waringin Kurung, Cimanggu, Pandeglang. Indonesian Journal of …. https://jurnal.lkd-pm.com/index.php/IJSE/article/view/35
Lee, H. J. (2022). Technology-Enhanced Education through VR-Making and Metaverse-Linking to Foster Teacher Readiness and Sustainable Learning. Sustainability (Switzerland), 14(8). https://doi.org/10.3390/su14084786
Lee, J. H. (2022). Development and Application of a Metaverse-Based Social Skills Training Program for Children With Autism Spectrum Disorder to Improve Social Interaction: Protocol for a Randomized Controlled Trial. JMIR Research Protocols, 11(6). https://doi.org/10.2196/35960
M. Romadhon Habibullah; Suttrisno. (2024). Pendampingan Penyusunan Soal Evaluasi Pembelajaran Berbasis Digital Bagi Guru Madrasah Ibtidaiyah Bahrul Ulum 1 Bulu Balen Bojonegoro. Jurnal SOLMA, 13(1). https://doi.org/10.2236/solma.v13i1.13409
Mahartika, I., Iwan, I., Suttrisno, S., Dwinanto, A., Yulia, N. M., Andryanto, A., Mustika, N., Mas’ud, H., Sudirman, S., Chamidah, D., & others. (2023). Media Pembelajaran Berbasis Augmented Reality. Yayasan Kita Menulis.
Natale, A. F. Di. (2024). Exploring students’ acceptance and continuance intention in using immersive virtual reality and metaverse integrated learning environments: The case of an Italian university course. Education and Information Technologies, 29(12), 14749–14768. https://doi.org/10.1007/s10639-023-12436-7
Pamoedji, A. K. M. dan R. S. (2017). Mudah Membuat Game Augmented Reality (AR) dan Virtual Reality (VR) dengan Unity 3D. PT. Elex Media Komputindo.
Putri Supriadi, S. R. R., Haedi, S. U., & Chusni, M. M. (2022). Inovasi pembelajaran berbasis teknologi Artificial Intelligence dalam Pendidikan di era industry 4.0 dan society 5.0. Jurnal Penelitian Sains Dan Pendidikan (JPSP), 2(2), 192–198. https://doi.org/10.23971/jpsp.v2i2.4036
Ryu, J. (2022). Design of Secure Mutual Authentication Scheme for Metaverse Environments Using Blockchain. IEEE Access, 10, 98944–98958. https://doi.org/10.1109/ACCESS.2022.3206457
Samala, A. D. (2023). Metaverse Technologies in Education: A Systematic Literature Review Using PRISMA. International Journal of Emerging Technologies in Learning, 18(5), 231–252. https://doi.org/10.3991/IJET.V18I05.35501
Saputra, H. N., Salim, S., Idhayani, N., & Prasetiyo, T. K. (2020). Augmented Reality-Based Learning Media Development. AL-ISHLAH: Jurnal Pendidikan, 12(2), 176–184. https://doi.org/10.35445/alishlah.v12i2.258
Sin, Z. P. T. (2023). Toward an Edu-Metaverse of Knowledge: Immersive Exploration of University Courses. IEEE Transactions on Learning Technologies, 16(6), 1096–1110. https://doi.org/10.1109/TLT.2023.3290814
Suttrisno, & Eko Arief Cahyono. (2022). Pemberdayaan Guru Honorer Melalui Launching Sobat Pintar Akademia (Sopia) dan Aplikasi Media Pembelajaran Sebagai Upaya Peningkatan Ekonomi di Masa Pandemi Covid-19. Mafaza : Jurnal Pengabdian Masyarakat, 2(1), 136–146. https://doi.org/10.32665/mafaza.v2i1.462
Suttrisno, Mahruzah Yulia, N., & Darul Liana Putri, D. (2024). Pengembangan Media Interaktif Assemblr Edu Berbasis Augmented Reality Dalam Meningkatkan Literasi Sains Siswa Kelas 6. Jurnal Pendidikan Dasar Flobamorata, 5(3), 410–419. https://doi.org/10.51494/jpdf.v5i3.1267
Suttrisno, N. M. Y. (2024). Artificial Intelligence In Science Learning In Primary Schools. International Journal Of Humanities Education And Social Sciences (IJHESS), 6(3), 2854–2859. https://doi.org/10.55227/ijhess.v3i6.840
Suttrisno, Yulia, N. M., & Fithriyah, D. N. (2022). Mengembangkan Kompetensi Guru dalam Melaksanakan Evaluasi Pembelajaran di Era Merdeka Belajar. Zahra, 3(1), 52–60.
Thahir, M. (2023). Manajemen Mutu Sekolah. Indonesia Emas Group.
Wijaya, I. K. W. B. (2018). Mengembangkan Kecerdasan Majemuk Siswa Sekolah Dasar (SD) Melalui Pembelajaran IPA Untuk Meningkatkan Mutu Lulusan Sekolah Dasar. Jurnal Penjaminan Mutu, 4(2), 147–154.
Wu, J. G. (2024). Into the Brave New Metaverse: Envisaging Future Language Teaching and Learning. IEEE Transactions on Learning Technologies, 17, 44–53. https://doi.org/10.1109/TLT.2023.3259470
Yenduri, G. (2023). From Assistive Technologies to Metaverse - Technologies in Inclusive Higher Education for Students with Specific Learning Difficulties: A Review. IEEE Access, 11, 64907–64927. https://doi.org/10.1109/ACCESS.2023.3289496
Yulia, N. M., & Suttrisno, S. (2024). Developing Local Wisdom-Based Augmented Reality Modules for Science and Social Studies Learning in Elementary Schools. AL-ISHLAH: Jurnal Pendidikan, 16(4). https://doi.org/10.35445/alishlah.v16i4.5987
