Pengembangan Visualisasi Layanan Perpustakaan Berbasis Desktop Virtual Reality untuk Edukasi Pengguna di Perpustakaan Universitas Negeri Malang

Sufi Malika Amalia, Adi Prasetyawan, Shamila Mohamed Shuhidan


Abstract


This study aims to develop a library service visualization using 3600 Virtual Reality as a user education medium at the Malang State University Library. Unlike previous studies that relied on head-mounted displays or conventional video-based orientation, this study develops an accessible desktop Virtual Reality platform integrated with AI-generated narration, enabling immersive user education without additional hardware. The research addresses the lack of interactive orientation media and the high frequency of repetitive technical inquiries regarding library services. Utilizing the Research and Development (R&D) method with the Borg and Gall model, the study developed a desktop Virtual Reality product integrated with AI-generated audio narration. Data were collected through interviews, observations, and validation by material, media experts and library practitioner, followed by user trials. Results indicate that the Virtual Reality media is highly feasible, with material validation reaching 88%, media validation at 94% and library practitioner validation at 91%. User trials showed an 91% satisfaction rate, confirming that the Virtual Reality media effectively enhances user understanding of library procedures, such as self-service lockers and circulation. In conclusion, the implementation of Virtual Reality technology provides an immersive, self-directed learning experience that reduces library anxiety and improves operational efficiency for library staff.

Keywords


Virtual reality; user education; library services; Universitas Negeri Malang; immersive media

Full Text:

PDF

References


Ahwan, M. A. (2022). Karakteristik Mahasiswa Pasacasarjana dalam Mencari Informasi di Perpustakaan Perguruan Tinggi. Maktabatuna : Jurnal Kajian Kepustakawanan, 4(1), 52–73. https://doi.org/10.15548/MJ.V4I1.4265

Alkautsar, M. F., Sukriyatma, M., Aminuddin, D. A., & Fami, A. (2023). Pengaruh Durasi terhadap Retensi Audiens dalam Motion Graphic Wajib Pajak Non Efektif. Jurnal Riset Rumpun Seni, Desain Dan Media, 3(1), 30–41. https://doi.org/10.55606/jurrsendem.v3i1.2333

Anggermawan, Y. P., Wardhono, W. S., & Suharsono, A. (2024). Pengembangan E-Modul Mata Pelajaran Informatika Materi Sistem Komputer dan Komponen Penyusunnya dengan Model Pengembangan Borg & Gall (Studi Kasus: SMA). JPTIIK: Jurnal Pengembangan Teknologi Informasi Dan Ilmu Komputer, 8(2), 1–12. https://j-ptiik.ub.ac.id/index.php/j-ptiik/article/view/13500

Attaran, M., & Celik, B. G. (2023). Digital Twin: Benefits, Use Cases, Challenges, and Opportunities. Decision Analytics Journal, 6, 100165. https://doi.org/10.1016/j.dajour.2023.100165

Centaury, B. (2015). Pengembangan Perangkat Pembelajaran Fisika Berbasis Inkuiri pada Materi Alat Optik dan Indikator Dampak terhadap Kompetensi Siswa Kelas X SMA. Jurnal Riset Fisika Edukasi Dan Sains, 1(2). https://doi.org/10.22202/jrfes.2015.v1i2.1403

Cummings, J. J., & Bailenson, J. N. (2016). How Immersive is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence. Media Psychology, 19(2), 272–309. https://doi.org/10.1080/15213269.2015.1015740

De Massis, A., Audretsch, D., Uhlaner, L., & Kammerlander, N. (2018). Innovation with Limited Resources: Management Lessons from the the German Mittelstand. Journal of Product Innovation Management, 35(1), 125–146. https://doi.org/10.1111/jpim.12373

Fernadi, M. F., & Maruf, C. (2022). Peran Maksimal Perpustakaan Sebagai Media Pendidikan bagi Siswa. Journal of Islamic Education and Learning, 2(1), 95–104. https://doi.org/10.63761/jiel.v2i1.53

Fromm, J., Radianti, J., Wehking, C., Stieglitz, S., Majchrzak, T. A., & vom Brocke, J. (2021). More than Experience? - On The Unique Opportunities of Virtual RealityI to Afford a Holistic Experiential Learning Cycle. The Internet and Higher Education, 50, 100804. https://doi.org/10.1016/j.iheduc.2021.100804

Gersch, B., Lampner, W., & Turner, D. (2016). Collaborative Metaliteracy: Putting the New Information Literacy Framework into (Digital) Practice. Journal of Library & Information Services in Distance Learning, 10(3–4), 199–214. https://doi.org/10.1080/1533290X.2016.1206788

Goertzen, M. J. (2017). Chapter 3. Introduction to Quantitative Research and Data. Library Technology Reports, 53(4), 12–18. https://alatest.pkpps03.publicknowledgeproject.org/index.php/ltr/article/view/6325/8275

Ikhsanudin, M., Muhtarom, Moh., & Nastiti, F. E. (2024). Sistem Informasi Perpustakaan Berbasis Web pada SMK Farmasi Nasional Surakarta. Journal of Comprehensive Science (JCS), 3(3), 660–674. https://doi.org/10.59188/jcs.v3i3.651

Jiang, T., Luo, G., Wang, Z., & Yu, W. (2024). Research into Influencing Factors in User Experiences of University Mobile Libraries Based on Mobile Learning Mode. Library Hi Tech, 42(2), 564–579. https://doi.org/10.1108/LHT-11-2021-0423

Lam, C.-M. (2025). Building Ethical Virtual Classrooms: Confucian Perspectives on Avatars and VR. Computers & Education: X Reality, 6, 100092. https://doi.org/10.1016/j.cexr.2024.100092

Lund, B. D., & Wang, T. (2019). Effect of Virtual RealityI on Learning Motivation and Academic Performance: What Value May VR Have for Library Instruction? Kansas Library Association College and University Libraries Section Proceedings, 9(1). https://doi.org/10.4148/2160-942X.1073

Mamabolo, M. J., & Durodolu, O. O. (2023). Rural Accessibility to Digital Libraries: Requirements and Challenges. Digital Library Perspectives, 39(4), 551–570. https://doi.org/10.1108/DLP-04-2023-0025

Nada, I. W., & Griadhi, M. H. W. (2024). Perpustakaan Sebagai Pusat Informasi Entrepreneurship. Media Sains Informasi Dan Perpustakaan, 4(1), 52–60. https://semnas-fmipa.undiksha.ac.id/index.php/msip/article/view/3854

Ralph, B. J., Woschank, M., Pacher, C., & Murphy, M. (2022). Evidence-Based Redesign of Engineering Education Lectures: Theoretical Framework and Preliminary Empirical Evidence. European Journal of Engineering Education, 47(4), 636–663. https://doi.org/10.1080/03043797.2021.2025341

Ren, S., Zhu, J., Xie, X., Liu, X., Jiang, H., Ying, C., Hu, J., Di, H., & Hu, N. (2025). The Visual Stimulation in Disorders of Consciousness. Applied Neuropsychology: Adult, 32(6), 1786–1793. https://doi.org/10.1080/23279095.2023.2292244

Sarosa, S. (2021). Analisis Data Penelitian Kualitatif. PT Kanisius.

Shao, W., Niu, Y., Wang, S., Mao, J., Xu, H., Wang, J., Zhang, C., & Guo, L. (2023). Effects of Virtual RealityI on The Treatment of Amblyopia in Children: A Systematic Review and Meta-Analysis. Journal of Pediatric Nursing, 72, 106–112. https://doi.org/10.1016/j.pedn.2023.07.014

Southgate, E. (2022). Teachers Facilitating Student Virtual RealityI Content Creation: Conceptual, Curriculum, and Pedagogical Insights. In Immersive Education (pp. 189–204). Springer International Publishing. https://doi.org/10.1007/978-3-031-18138-2_12

Sugiyanta, S. (2018). Pendidikan Pengguna Perpustakaan. Vol 3 No 2 (2019): 6th Edition. https://doi.org/10.23960/metakom.v2i1.24

Sugiyono, S. (2020). Metode Penelitian Kualitatif: Untuk Penelitian yang Bersifat Eksploratif, Enterpretatif, Interaktif, dan Konstruktif (Cocok untuk Mahasiswa S1, S2, S3, Dosen dan Peneliti). CV Alfabeta.

Tella, A., Ajani, Y. A., & Ailaku, U. V. (2023). Libraries in The Metaverse: The Need for Metaliteracy for Digital Librarians and Digital Age Library Users. Library Hi Tech News, 40(8), 14–18. https://doi.org/10.1108/LHTN-06-2023-0094




DOI: https://doi.org/10.30743/mkd.v10i2.13819

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Sufi Malika Amalia, Adi Prasetyawan, Shamila Mohamed Shuhidan

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

MUKADIMAH: Jurnal Pendidikan, Sejarah, dan Ilmu-Ilmu Sosial

Program Studi Pendidikan Sejarah, FKIP, Universitas Islam Sumatera Utara, Medan
Sumatera Utara, Indonesia

This works is licensed under CC BY 4.0