Immersive Virtual Reality Improves Vocational Students’ Industry-Based Building Material Design Skills

Authors

DOI:

https://doi.org/10.23917/varidika.v39i1.17780

Keywords:

building construction, design skill, immersive, virtual reality, vocational education

Abstract

The rapid advancement of immersive technology has reshaped vocational education, emphasizing the need for effective learning strategies to enhance industry-based design skills. Virtual Reality (VR) offers an immersive, interactive environment that bridges academic learning and industry requirements. This study aims to the effectiveness of VR simulation media in building construction for improving design skills. A quasi-experimental pretest–posttest design was used involving 84 students from the Civil Engineering and Planning Education Study Program, Yogyakarta State University, divided into experimental and control groups of 42 students each. Data were collected through observation, tests, and portfolio assessments based on VR simulation activities, and analyzed using a t-test. The results show that the use of VR-based building construction simulation media in construction design courses was effective in enhancing students’ design competencies, which was confirmed by the t-test analysis results (sig. < 0.05). Students’ design abilities were further developed through various design experiments carried out using the VR simulation outputs.

Downloads

Download data is not yet available.

Author Biographies

Galeh Nur Indriatno Putra Pratama, Faculty of Engineering, Yogyakarta State University

1) Faculty of Engineering, Yogyakarta State University, Yogyakarta, Indonesia.
2) PUI Global Center for Hybrid and Immersive Pedagogical Innovation (GCHIP), Yogyakarta State University, Yogyakarta, Indonesia.

Mochammad Bruri Triyono, Faculty of Engineering, Yogyakarta State University

1) Faculty of Engineering, Yogyakarta State University, Yogyakarta, Indonesia.
2) PUI Global Center for Hybrid and Immersive Pedagogical Innovation (GCHIP), Yogyakarta State University, Yogyakarta, Indonesia.

Candra Dinata, Faculty of Engineering, Yogyakarta State University

1) Faculty of Engineering, Yogyakarta State University, Yogyakarta, Indonesia.
2) PUI Global Center for Hybrid and Immersive Pedagogical Innovation (GCHIP), Yogyakarta State University, Yogyakarta, Indonesia.

Thomas Koehler, Faculty of Education, Technische Universität Dresden

Faculty of Education, Technische Universität Dresden, Dresden, Germany.

Mario Gandra, Faculty of Pharmacy, Universidade Federal do Rio de Janeiro

Faculty of Pharmacy, Universidade Federal do Rio de Janeiro, Brazil.

Basanta Prasad Adhikari, Oxford College of Engineering and Management, Gaindakot, Nepal.

Oxford College of Engineering and Management, Gaindakot, Nepal.

Dias Aziz Pramudita, Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta

Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta, Indonesia.

References

Arika Pusparini, L., Silitonga, L. M., & Senowarsito. (2025). Artificial Intelligent Supported Duolingo: Enhancing Students’ Speaking Skills and Reducing Speaking Anxiety in Vocational Education. Jurnal VARIDIKA, 91–112. https://doi.org/10.23917/varidika.v37i1.10431

Basham, K. (2006). The effects of 3-dimensional CADD modeling software on the development of the spatial ability of ninth grade technology discovery students [Doctor of Philosophy, Louisiana State University and Agricultural and Mechanical College]. https://doi.org/10.31390/gradschool_dissertations.875

Damayanti, D. A., Utami, P. D., Sutanto, A. B., Ishartono, N., & Lestari, D. N. (2025). Gamifying Cooperative Learning: The Impact of Team Games Tournament and Wordwall Media on Student Engagement in Elementary Science Education. Jurnal VARIDIKA, 113–130. https://doi.org/10.23917/varidika.v37i2.8986

Daryono, R. W., Ramadhan, M. A., Kholifah, N., Isnantyo, F. D., & Nurtanto, M. (2023). An empirical study to evaluate the student competency of vocational education. International Journal of Evaluation and Research in Education (IJERE), 12(2), 1079. https://doi.org/10.11591/ijere.v12i2.22805

Gómez-Cambronero, Á., Miralles, I., Tonda, A., & Remolar, I. (2023). Immersive Virtual-Reality System for Aircraft Maintenance Education: A Case Study. Applied Sciences, 13(8), 5043. https://doi.org/10.3390/app13085043

Hartman, N., Connolly, P., Gilger, J., & Bertoline, G. (2006). Developing A Virtual Reality Based Spatial Visualization Assessment Instrument. 2006 Annual Conference & Exposition Proceedings, 11.433.1-11.433.19. https://doi.org/10.18260/1-2--122

Hendra Jaya, Muhammad Farid, Sapto Haryoko, M. Mahdinul Bahar, Edy Sabara, & Saharuddin. (2025). Integration of Virtual Reality (VR) technology to enhance practical skills and professionalism in engineering training. World Journal of Advanced Engineering Technology and Sciences, 15(2), 1653–1663. https://doi.org/10.30574/wjaets.2025.15.2.0678

Husamah, H., Rahardjanto, A., Permana, T. I., & Shukri, A. A. M. (2025). Integration of Digital Technologies in Environmental Education: A Systematic Review of Trends, Impacts, and Future Directions. Jurnal VARIDIKA, 30–47. https://doi.org/10.23917/varidika.v37i1.9908

Imaniar Purbasari. (2023). Bamboo Woven Websites for Elementary School Students through Social Collaborative Learning Approach. Journal of Advanced Research in Applied Sciences and Engineering Technology, 31(1), 315–325. https://doi.org/10.37934/araset.31.1.315325

Jacobs, R. L. (2019). National Occupational Standards. In R. L. Jacobs, Work Analysis in the Knowledge Economy (pp. 113–128). Springer International Publishing. https://doi.org/10.1007/978-3-319-94448-7_8

Kartikasari, M., Fitriana, L., & Nurhasanah, F. (2023). The special education teachers’ ability to develop an integrated learning evaluation of Pancasila student profiles based on local wisdom for special needs students in Indonesia. Kasetsart Journal of Social Sciences, 44(2). https://doi.org/10.34044/j.kjss.2023.44.2.23

Kartikasari, M., Triyanto, Fitriana, L., & Nurhasanah, F. (2025). Using Interactive Teaching Materials to Improve Indonesian Students’ Numeracy Skills: A Systematic Literature Review. Jurnal VARIDIKA, 1–13. https://doi.org/10.23917/varidika.v37i1.8336

Laal, M., & Laal, M. (2012). Collaborative learning: What is it? Procedia - Social and Behavioral Sciences, 31, 491–495. https://doi.org/10.1016/j.sbspro.2011.12.092

Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29–40. https://doi.org/10.1016/j.compedu.2013.07.033

Mulders, M., Buchner, J., & Kerres, M. (2024). Virtual Reality in Vocational Training: A Study Demonstrating the Potential of a VR-based Vehicle Painting Simulator for Skills Acquisition in Apprenticeship Training. Technology, Knowledge and Learning, 29(2), 697–712. https://doi.org/10.1007/s10758-022-09630-w

Nasri, M., Narayan, U., Sonbudak, M. F., Simonson, A., Chiu, M., Donati, J., Sivak, M., Kosa, M., & Harteveld, C. (2024). Designing a Virtual Reality Training Apprenticeship for Cold Spray Advanced Manufacturing (Version 1). arXiv. https://doi.org/10.48550/ARXIV.2411.08859

N.I.P. Pratama, G., Triyono, M. B., Hasanah, N., B. Kenzhaliyev, O., N. Kosherbayeva, A., K. Kassymova, G., & Azman, M. N. A. (2022). Development of Construction Engineering Teaching Course by using VR-AR: A Case Study of Polytechnic in Indonesia. International Journal of Interactive Mobile Technologies (iJIM), 16(14), 93–106. https://doi.org/10.3991/ijim.v16i14.30539

N.I.P. Pratama, G., Triyono, M. B., Widodo, S., Kohler, T., Syamsudin, R. N., & Dinata, C. (2026). The Effectiveness of Collaborative Learning with BIM-AR in Improving DesignSkills and Higher-Level Thinking Skills. Journal of Advanced Research Design, 138(1), 192–204. https://doi.org/doi.org/10.37934/ard.138.1.192204

Norhasyimah Hamzah, Normah Zakaria, Arihasnida Ariffin, & Siti Nur Kamariah Rubani. (2024). The Effectiveness of Collaborative Learning in Improving Higher Level Thinking Skills and Reflective Skills. Journal of Advanced Research in Applied Sciences and Engineering Technology, 42(1), 191–198. https://doi.org/10.37934/araset.42.1.191198

Oroh, R. R., Attaufiq, M. M., Daud, M., & Roring, R. F. (2023). Analysis of Vocational Student Performance Criteria on Work Skills Based on Industry Needs: An Analysis for Students’ Skill Test Instruments. International Journal of Learning, Teaching and Educational Research, 22(10), 174–189. https://doi.org/10.26803/ijlter.22.10.10

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778

Refdinal, R., Adri, J., Prasetya, F., Tasrif, E., & Anwar, M. (2023). Effectiveness of Using Virtual Reality Media for Students’ Knowledge and Practice Skills in Practical Learning. JOIV : International Journal on Informatics Visualization, 7(3), 688–694. https://doi.org/10.30630/joiv.7.3.2060

Shiratuddin, M. F., Kok, W. W., & Rai, S. (2024). ViCubeLab-An Integrated Platform Using VR to Visualise and Analyse Road Traffic Conditions. Journal of Advanced Research in Applied Sciences and Engineering Technology, 49(2), 176–186. https://doi.org/10.37934/araset.49.2.176186

Smirnova, A., Zaychenko, I., Bagaeva, I., & Gorshechnikova, P. (2020). Digital technologies in the industry: Application of immersive training technologies in the oil and gas complex. SHS Web of Conferences, 84, 03003. https://doi.org/10.1051/shsconf/20208403003

Sugiyono, P. (2017). Metode penelitian bisnis: Pendekatan kuantitatif, kualitatif, kombinasi, dan R&D (87th ed.). Penerbit CV. Alfabeta.

Sumandya, I. W., Widana, I. W., Suryawan, I. P. P., Handayani, I. G. A., & Mukminin, A. (2023). Analysis of understanding by design concept of teachers’ independence and creativity in developing evaluations of mathematics learning in inclusion schools. Edelweiss Applied Science and Technology, 7(2), 124–135. https://doi.org/10.55214/25768484.v7i2.382

Tiwari, A. S., Bhagat, K. K., & Lampropoulos, G. (2024a). Designing and evaluating an augmented reality system for an engineering drawing course. Smart Learning Environments, 11(1), 1. https://doi.org/10.1186/s40561-023-00289-z

Tiwari, A. S., Bhagat, K. K., & Lampropoulos, G. (2024b). Designing and evaluating an augmented reality system for an engineering drawing course. Smart Learning Environments, 11(1), 1. https://doi.org/10.1186/s40561-023-00289-z

Totuk, O. H., Selvi, Ö., & Akar, S. (2025). Fused filament fabrication in CAD education: A closed-loop approach. International Journal of Mechanical Engineering Education, 53(1), 167–188. https://doi.org/10.1177/03064190231215307

Wulandari, T., Susanti, E., & Hiltrimartin, C. (2026). Students’ Perceptions of Augmented Reality Based Student Worksheets on Circle Geometry. Jurnal VARIDIKA. https://doi.org/10.23917/varidika.v38i2.13592

Downloads

Submitted

05/25/2026

Accepted

07/24/2026

Published

08/02/2026 — Updated on 08/10/2026

Versions

Issue

Section

Articles