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AL-WIJDÁN: Journal of Islamic Education Studies.

Volume 8, Nomor 2, April 2023, p-ISSN: 2541-2051; online -ISSN: 2541-3961 Available online at http://ejournal.uniramalang.ac.id/index.php/alwijdan

Received: Maret 2023 Accepted: Maret 2023 Published: April 2023

The Metaverse Media Analysis In A Future Of Instructional Strategy

Budi Ahmad Alfaridzi, Chamim Thohari Mahfudillah, Rossy Yatus Sangadah, Achmad Ipnu Taqiuddin

Universitas Islam Negeri Maulana Malik Ibrahim Malang, Universitas Islam Negeri Maulana Malik Ibrahim Malang, Universitas Islam Negeri Maulana Malik Ibrahim Malang, Universitas

Islam Negeri Maulana Malik Ibrahim Malang

Email: [email protected], [email protected], [email protected] , [email protected]

Abstract

Along with the development of the technology and information age, new technology has emerged in the form of AR (Augment Reality) and VR (Virtual Reality), namely 3D digital technology that exists in the Metaverse, so that from this growth era this can affect the world of economics, politics, and education. Thus, Metaverse is proven to be effective and efficient in future learning strategies. besides that, Metavres is an alternative, especially in the world of economics, politics, and education. So with this in mind, in the case study educational researchers have a purpose and are curious about what Metaverse technology is and how influential it will be for the world of education in the future. This research uses qualitative research with a literature research approach (Library Research) by way of describing scientific studies that intersect with the Metaverse and educational strategies. The basis of this research is a combination of several features in Metaverse with educational strategies. Thus making continuity between implementation and process very potent in the future.

Keywords: Metaverse, Strategic, Learning

Abstrak

Seiring perkembangan zaman tekonolgi dan informasi memunculan teknologi baru yang berupa AR (Augment Reality) VR (Virtual Reality) yaitu teknologi digital 3D yang ada pada Metaverse, sehingga dari pertumbuhan zaman hal ini dapat mempengaruhi dalam dunia ekonomi, politik serta pendidikan. Dengan demikian, Metaverse apakah terbukti efektif dan efisien dalam strategi pembelajaran di masa depan. selain itu, Metavres menjadi alternatife khususnya dalam dunia ekonomi, politik, serta pendidikan. Maka adanya hal ini, pada study kasus para peneliti pendidikan memiliki tujuan dan rasa keingintahuan terhadap apa itu teknologi Metaverse serta seberapa berpengaruhnya terhadap dunia pendidikan pada masa yang akan datang. Penelitian ini menggunakan penelitian kualitatif dengan pendekatan studi pustaka (Library Research) dengan cara

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mendeskripsikan dari kajian ilmiah yang berkesinggungan dengan Metaverse dan strategi pendidikan. Adapun landasan penelitian ini ialah perpaduan beberapa fitur yang ada di Metaverse dengan strategi pendidikan. Sehingga menjadikan kesinambungan antara pengimplementasian dan prosesnya serta sangat potensial pada masa yang akan datang.

Kata Kunci: Metaverse, Strategi, Pembelajaran

Introduction

Education is very important in everyday life, the view of education in the eyes of the world is a primary need for humans for development and self-improvement for the welfare of one's life to the welfare of the nation. With education one will avoid ignorance and poverty, with the knowledge and skills a person has acquired through the education process can overcome the various problems of life he faces.

Educated consists of two words, namely E which means development from the inside out or from a little to a lot, and Duco which means developing so that etymologically education is a process of development within the individual while according to the Indonesian dictionary, education is a process of changing a person's attitude and behavior or groups of people to mature humans through learning and training efforts1. Indonesia is experiencing changes in education starting from the curriculum, learning, and strategies to keep up with the times in education.

In connection with global changes that affect education, it is demanded that it be relevant to the existing conditions for development in science and technology so that from education it is hoped that there will be changes and balance in the era of globalization. With the changing times, education has experienced changes in terms of the quality of education, learning, and learning media. Education is an effort to help humans gain a meaningful life so that the happiness of life is obtained both individually and in groups2. Education is an activity of a group of people from one time to another through learning, teaching, training, and research to gain knowledge or knowledge. Education is not far from learning, learning is an effort to transfer educators' knowledge to students in the implementation of learning requires media to convey it, seek and facilitate students' understanding of science and technology

Learning updates every year experience changes starting from learning strategies that refer to the current curriculum. According to Assingkily and Miswar, determining a learning strategy is urgency. because, in

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determining choices for students' competence development strategies in logical, critical, and creative thinking3. strategies in learning are very important to determine understanding and success in learning for students.

Along with the times and the rapid development of technology in education.

Currently, new media breakthroughs in learning utilize digital technology. Digital Augmented Reality (AR) and Virtual Reality (VR) technology, is the newest technology in the world and is a topic that is being discussed throughout the world in Metaverse. Metaverse is a digital technology capable of creating 3D virtual worlds by utilizing Augmented Reality (AR) and Virtual Reality (VR) technology, where users can appear to be interacting in real terms in the virtual world4.

The existence of the Metaverse in the world of technology which has been discussed by the whole world with the world of education in the digital era at this time has made researchers interested in conducting research, in which researchers conduct research by testing learning strategies with Metaverse media. Through the types of strategies in learning in collaboration with Metaverse media, is Metaverse media efficient for learning and effective in learning? The research aims to analyze learning strategies in collaboration

with Metaverse. So with the times and technological developments in the world of education, we can utilize Metaverse media with evidentiary research on the media, so that research on issues regarding media development, it can provide convenience and up-to-date knowledge transfer. in the wider community, especially students, a qualitative approach is an effective approach in conducting research tests on the application of virtual learning within the scope of a flexible curriculum in the digital era, so there is a need for new investigations through scientific studies to find adequate research.

Method

This research uses a type of qualitative research, so this research uses a literature study approach (Library Research) as a related source. Researchers will describe the application of Metaverse and learning strategies to new media opportunities. Other supporting data include scientific studies, documents, and news related to the Metaverse and education. Scientific studies are obtained from national and international scientific writings as well as various other sources. The collected data is processed into data that is ready to be presented, in other words, analyzed using the descriptive method to try to reveal the facts that happened, written in statements originating from sources found by the researcher..

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Result and Discussion

The urgency of education in its implementation requires strategies in learning that can be used, learning strategies must be owned by educators and prospective educators. This is very much needed as an educator because it determines the qualifications or appropriateness of learning, the learning process requires expertise, art, science and media in conveying material to students in a purposeful, efficient and effective manner.

The learning strategy itself according to Wina Sanjaya in Arin et al's book says that the action plan or arrangement of learning activities uses methods and utilizes various resources or strengths in learning continuity, which means that learning continuity learning strategies where teachers and students seek to achieve learning goals effectively and efficient5.

There are several kinds of learning strategies that can be understood and synchronized based on the Metaversal Framework and features in education, especially learning strategies. In a problem- based learning strategy, a problem-based learning approach prioritizes the learning process where the teacher's task must focus on helping students achieve self-direction skills. Problem-based learning is used at a higher level of thinking, in problem-oriented

situations, including how to learn6. Problem- based learning strategies are in the form of learning analysis on devices that can be used in the Metaverse in the scientific journal Xinli Zhang et al that in the Metaverse the learning analysis module aims to utilize very large data to analyze and display the performance and learning achievements of students individually or as a whole7. This discussion concludes that problem-based learning strategies with learning analysis on the Metaverse level of students' thinking and performance in learning determine skills in learning to solve a problem so that it can display individual and overall student achievements..

Another learning strategy is an experimental learning strategy, according to Mutmainnah in the book Siti Hermayanti et al revealed that learning strategies are student learning activities in which each student will interact with other students so as to be able to draw conclusions from what has been discussed and encourage students to be able to prepare again the information uses its own language logically and correctly8.

This can be found in the Metaverse in the learning interaction feature, namely in physical class, students interact primarily through face-to-face communication, whereas on the video conferencing platform, their interactions tend to be based

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on video and audio. Communication in the Metaverse can be aided by interaction technologies such as sensors, BCI, VR, AR, or XR, learner interactions usually involve embodied and multi-sensory participation, as a result, the learner's multiple senses e.g.

vision, audition, kinesthetic can be highly stimulated and motivated when they interact within the Metaverse. This learning interaction shows that in a multimodal and realized way it can increase students' interest and learning performance9.

Learning in the Metaverse with experimental learning strategies tests students using the study of logical thinking to find the essence of what is obtained through facts, data, books, and other information to encourage students to be able to convey this using the students' own language and get interaction technology assistance existing in the Metaverse.

Learning strategies directly and indirectly are various kinds of learning strategies in education. According to Pratama el at the quote Siti Hermayanti et al, it is the teacher as a facilitator of learning activities to assist students in finding new information related to the material being studied. Meanwhile, the indirect learning strategy according to Siti Hermayanti et al revealed that where the teacher acts as a facilitator and provides the widest possible opportunity for students to develop10.

This learning contained in the Metaverse has been shown by Hwang and Chien in the quote by Xinli Zhang et al that these intelligent agents can play an important role in supporting arbitration, simulation, and decision making for educational purposes.

Indirectly in the world of Metaverse students can get tutoring, seek help, discuss, or practice skills with NPCs, meanwhile, educators can also help or simulate teaching with Smart NPC students at any time. In addition, Smart et al. Also revealing and proposing lifelogging, a key scenario in the Metaverse is the capture, storage, and distribution of everyday experiences and information for objects and people. In this case, storage, database, or tracking technology, real time status information of students can be presented and shared can be recorded and stored on Metaverse.

This helps students and teachers to review or observe the learning process and carry out some meaningful events based on personal experience. For example analyzing behavior and interaction patterns11. In this discussion, there is a point of view that direct learning strategies as educators or teachers provide insight into students' learning regarding the material being studied, regarding the Metaverse which is related to direct learning strategies in the Metavrese world where students get tutoring with the NPC features in Metaverse.

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Implicitly, the learning strategy is not direct, students receive tutoring and can discuss and record what they have learned in the world of metaverse.

According to Mulyono in his book on participatory learning strategies is a learning model that involves students actively in planning, implementing, and evaluating learning12. This learning strategy involves students in learning activities as is the case in the Metaverse where teacher and student learning meet in one space in the virtual world as stated by Xinli Zhang et al.

Students can use avatars to enter the Metaverse space to learn and interact with teachers using smart NPCs. in the Metaverse in a defined way. This involvement makes it flexible, so it can bring comfort and freedom to teachers and students13. In this sense, that teachers and students play an important role in learning activities with participatory learning strategies, a teacher is the main holder in each learning strategy. The Metaverse allows teachers and students who are in different places, for example, at home, outside the city, to find great opportunities to be involved in educational settings through the devices they use. From this, this learning strategy can take place even in a different place by using intelligent NPCs in the Metaverse.

There are features in the Metaverse in

education that are found in literacy scientific studies, finding innovations in learning strategies by distance. Distance learning in the Metaverse is an alternative and has good potential in the world of education in the future. Zaenal et al made the idea that distance learning is learning that has been designed somewhere else or outside a predetermined learning location, namely in schools/educational institutions so that in the learning process there is no direct face- to-face meeting between educators and students14.

This has a positive impact related to new goals and models in education, besides that there is awareness among educators and students, especially in technology, so that teachers become innovative and creative.

The implementation of the learning process can be carried out flexibly, so that it can be accessed by teachers and students anywhere.

Therefore, teachers and students are actively involved in the learning process. This is in line with Mulyati's opinion, that the existence of work activities outside of school can utilize technology and information for the continuity of the learning process, thus making a solution for achieving learning15.

The rapid growth of technology has resulted in the high demand for the internet having a huge impact on virtual activities as well as users of the Metaverse platform. The

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development of Metaverse will have a very significant impact on all aspects of the economy, education, and so on in the future, so it is possible for many companies and agencies to education many analyze the Metaverse.

Getting to know more about the Metaverse historically in the world was born in 1992 coined by Neal Stephenson in his novel entitled Snow Crash, the person who first used the term Metaverse in his novel, the term Metaverse refers to a 3D virtual world inhabited by avatars of real people.

The novel contains characters who use digital avatars to explore digital worlds or interact with each other, and escape from their dystopian reality. On the other hand the same idea in digital (digital twin) or virtual counterpart of something real life, was first shared in 1991 by David Gelernter in his book entitled Mirror Worlds.16 Then in 2003 there was Second Life, developed by Philip Rosedale at the Linden Lab, Second Life is an online virtual world.17 With the emergence of virtual 3D ideas in the past, big technology companies such as Epic Games, Nvidia, Microsoft, Intel, and Meta have not stopped talking about it, so in 2021 the company Facebook changed its company name to Meta to reflect the new focus on creating Metaverse technology..

The metaverse is a digital replica of the real world, according to Khalil Israfilzade in

a 3D world environment, new users' avatars (personal characters) imitate them and copying actions allows actors to engage with each other and their environment, which simulates the physical world. According to Gartner, cited by Khalil Israfilzade in 2026, 25% of people will spend at least an hour each day on the Metaverse working, shopping, studying, socializing, entertainment. It is predicted that this will have a major impact on several industries, making the economy a center starting from marketing, fashion, technology and games18.

According to Noreen Shah, the Metaverse economy will develop into a higher level virtual economy with a sophisticated commercial ecosystem and object trading. There will most likely be a Metaverse marketplace where virtual houses, characters, currency, and other items will be traded as NFTs, similar to in-game marketplaces in virtual game worlds, but with greater legitimacy19.

Furthermore, according to Jooyoung Kim, judging from the development of Metaverse, it is most likely that it will run on blachain technology and cryptocurrencies which will eventually try to avoid free market competition. Everything will return to pure market mechanisms that have been proven to provide true results for economic actors20.

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According to Katterbaeur et al, they provided thoughts on the preparation of the MetaVerse, namely the key to the digital transformation of the Metaverse lies in the readiness of the community with the potential costs and benefits of each investment alternative that will be carried out in the Metaverse as is the case with conventional investment21.

However, according to Khalil Israfilzade, regardless of how Metaverse develops and innovates, Metaverse has significant future opportunities, so to create value throughout the organization, businesses must carefully consider the implementation of Metaverse's strategy for marketing, because Metaverse is still in the Development phase. , as shown in the opportunity to experiment and learn before launching final business activities22.

Indirectly, Metaverse in the educational environment has potential in learning because it is a significant platform or application that makes a new learning experience for students and educators.

According to Yose Indarta et al, from a literature study it states that the implementation of Metaverse in the world of education has a huge opportunity to support the process of implementing education to be even better23.

Considering Hwang & Chien's

statement in a scholarly paper which was cited by Xinli Zhang, Yuchen Chen et al, suggest that there are several steps in the Metaverse proposed and discussed in education namely smart tutor, smart tutee, and smart partner, in providing services.

education and potential applications of Metaverse to educational settings from an AI perspective 24.

Xinli Zhang et al explained the framework of the Metaverse in education and delved into its key components, at first glance the Metaverse emerged due to technological maturity according to Young- myoung Kang & Qinglin Yang et al's research which has been cited that, in the realization of the Metaverse in education is very dependent on the latest technology.

Therefore various technologies can become the infrastructure of the Metaverse in education, which is responsible for providing great support for components both in the real world and in the world of the Metaverse. Here are some of its components: high-speed communication and networking, computing technology, modeling and rendering technology, interaction technology, authentication technology 25.

Given the growth from technology in the present to the future the emergence of Metaverse makes the world of education experience changes in learning and its

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development and seeing its growth in the Metaverse in the economy especially in business always expands its scope, however Metaverse begins its development in the field of education making learning has a strategy even though development is still not maximal. Therefore, educational researchers recognize the importance of analyzing the Metaverse, especially in the application of learning strategies in the field of education.

A learning will realize learning objectives not far from learning strategies, Nana Sudjana argues in Diah Rahmawati As'ari's quote that teaching and learning strategies are teacher efforts so that students can achieve learning goals by using teaching variables (objectives, methods, tools, and evaluation). Andayani also believes that learning strategies are the right way to convey and carry out learning activities 26.

Another opinion regarding learning strategies according to Siagian in the book Siti Hermayanti Kaif et al is a learning process that requires not only requiring students to sit in class, but learning can be done anywhere. As well as Liansari & Untari reveal a general approach in a series of actions that will be taken and used by the teacher to choose several learning methods that are appropriate to learning 27.

Learning strategies have various types

and types, from this Saskatchewa discloses types of learning strategies including, direct learning strategies, indirect learning strategies, interactive learning strategies, experimental learning strategies, independent learning strategies 28.

Mohamad M. H. & Arifa K. also argue in various learning strategies namely expository learning strategies, inquiry learning strategies, problem-based learning strategies (SPEM), cooperative learning strategies, active learning strategies, contextual learning strategies, active learning strategies, quantum learning strategies 29. Conclusion

Metaverse is a digital world that gives users the freedom to carry out the activities they want, which is a digital space that uses Augmented Rality (AR) and Virtual Reality (VR) technology to become 3D and has the scope of entertainment, financial systems, and the world of business, work, learning and so on in one place that can be accessed at any time. The learning strategy is a plan of action or a series of activities carried out by educators including the use of methods, techniques, learning resources, media and utilization of resources aimed at students or students, which aims to achieve learning objectives.

The combination of learning strategies in education with the Metaverse

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platform is something new, from several types of learning strategies that can be implemented on the Metaverse platform or application. Therefore, for educational researchers to prioritize how the benefits, advantages, and disadvantages of Metaverse fiber obstacles in the world of education.

Due to the arrival of Metaverse for education, making new discoveries and optimizing learning in certain conditions and situations is thought-provoking and highly anticipated for the future.

There is the Metaverse, a new technology in the 3D digital world that creates significant opportunities in learning media with learning strategies for any subject or course, which can be held virtually, educators and students should understand this technology and be able to implement it in learning. Regardless of how the Metaverse develops, making it a choice in education, especially in learning strategies as educators, students, and readers of this scientific literature, first understand what the Metaverse is, the purpose of the Metaverse, and how the Metaverse works.

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POTENSI IMPLEMENTASI

METAVERSE PADA MEDIA

EDUKASI INTERAKTIF.” Jurnal Barik 4, no. 1 (2022): 37–51.

Hamdi, Mohamad Mustafid, and Arifa

Kristiana. “STRATEGI

PEMBELAJARAN DI KELAS” 1, no.

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Hanum, Latifah. “Fitrah: Journal of Islamic Education ANALISIS STRATEGI

PEMBELAJARAN ACTIVE

KNOWLEDGE SHARING DAN CERAMAH TERHADAP HASIL BELAJAR PENDIDIKAN AGAMA ISLAM ARTICLE HISTORY.” Fitrah:

Journal of Islamic Education, no. 1 (n.d.):

36–54.

Haris, Muhammad. “PENDIDIKAN

ISLAM DALAM PERSPEKTIF

PROF. H.M ARIFIN.” Jurnal Ummul Qura. Vol. VI, 2015.

Haudi. Strategi Pembelajaran. Edited by Hadion Wijoyo. Sumatra Barat: Insan Cendekia Mandiri, 2021.

Indarta, Yose, Ambiyar Ambiyar, Agariadne Dwinggo Samala, and Ronal Watrianthos. “Metaverse: Tantangan Dan Peluang Dalam Pendidikan.”

Jurnal Basicedu 6, no. 3 (March 2022):

3351–63.

https://doi.org/10.31004/basicedu.v6i 3.2615.

Israfilzade, Khalil. “Marketing in the Metaverse : A Sceptical Viewpoint of Opportunities and Future Research Directions” 24 (2022): 53–60.

Jarak, Pembelajaran, Jauh Pada, and Masa Darurat. “Jurnal Sosial Dan Teknologi ( SOSTECH ) Analisis Kebijakan Pendidikan Terkait Implementasi e- ISSN 2774-5155 Pembelajaran Jarak Jauh Pada Masa Darurat Covid-19 Nuriya Mulyati” 1, no. 9 (2021).

Katterbauer, Klemens, and Laurent Cleenewerck. “Financial Cybercrime in the Islamic Finance Metaverse,” 2022, 56–61.

Kim, Jooyoung. “Advertising in the

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Metaverse: Research Agenda.” Journal of Interactive Advertising. Routledge, 2021.

https://doi.org/10.1080/15252019.20 21.2001273.

Mawati, Arin Tentrem, Rosmita Sari Siregar, Ahmad Fauzi, Friska Juliana Purba, Kelly Sinaga, La Ili, Juliana, et al.

Strategi Pembelajaran. 1st ed. Sumatra Utara: Yayasan Kita Menulis, 2021.

Mulyono. Strategi Pembelajaran Menuju Efektivitas Pembelajaran Di Abad Global.

Malang: UIN-Malang Press, 2011.

Nafrin, Irinna Aulia, and Hudaidah Hudaidah. “Perkembangan Pendidikan Indonesia Di Masa Pandemi Covid- 19.” EDUKATIF : JURNAL ILMU PENDIDIKAN 3, no. 2 (April 2021):

456–62.

https://doi.org/10.31004/edukatif.v3i 2.324.

Rahmawati, Diah, and A S Ari.

“STRATEGI DAN METODE

PEMBELAJARAN BAHASA ARAB,”

2014, 113–20.

Shah, Noreen. “How Are Notions of Ownership of NFTs Constructed in the Virtual Economy of the Metaverse as Presented by Mark Zuckerberg?,”

2022.

Sitti Hermayanti Kaif, S, Pd., M.Pd, M.Pd

Fajrianti, S.Pd., and M.Pd Dra.

Satriani.DH. Strategi Pembelajaran (Macam-Macam Strategi Pembelajaran Yang Dapat Diterapkan Guru). Surabaya:

Inoffast Publishing Indonesia, 2022.

Zhang, Xinli, Yuchen Chen, Lailin Hu, and Youmei Wang. “The Metaverse in Education: Definition, Framework, Features, Potential Applications, Challenges, and Future Research Topics.” Frontiers in Psychology. Frontiers Media S.A., October 2022.

https://doi.org/10.3389/fpsyg.2022.10 16300.

Endnotes

1Nafrin and Hudaidah, “Perkembangan Pendidikan Indonesia Di Masa Pandemi Covid-19.”

2Haris, “PENDIDIKAN ISLAM DALAM PERSPEKTIF PROF. H.M ARIFIN.”

3Hanum, “Fitrah: Journal of Islamic Education ANALISIS STRATEGI PEMBELAJARAN ACTIVE KNOWLEDGE SHARING DAN CERAMAH TERHADAP HASIL BELAJAR PENDIDIKAN AGAMA ISLAM ARTICLE HISTORY.”

4Akbar Endarto, “ANALISIS POTENSI IMPLEMENTASI METAVERSE PADA MEDIA EDUKASI INTERAKTIF.”

5 Mawati et al., Strategi Pembelajaran.

6 Haudi, Strategi Pembelajaran.

7Zhang et al., “The Metaverse in Education:

Definition, Framework, Features, Potential Applications, Challenges, and Future Research Topics.”

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Referensi

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Dikirim : 26 Februari 2023 Diterima : 28 Maret 2023, Diterbitkan : 21 April 2023 221 UPAYA MENINGKATKAN HASIL BELAJAR BANGUN RUANG SISI LENGKUNG MELALUI PEMBELAJARAN KOOPERATIF

Jurnal Ilmiah Wahana Pendidikan, Mei 2023, 9 11, x-xx DOI:http://10.5281/zenodo p-ISSN: 2622-8327 e-ISSN: 2089-5364 Accredited by Directorate General of Strengthening for Research