References
Abu, A. N. (2024). Penghayatan Sirah Nabi Muhammad Saw Melalui Penggunaan Virtual Reality (VR). E-Prosiding Persidangan Antarabangsa Sains Sosial & Kemanusiaan kali ke-9.
Creswell, J. W. (2009). Research Designe Qualtative, Quantitative, and Mixed Methode Approaches. Sage.
Dayu, R., Mirdad, J., & Fitri, N. (2022). Pengembangan Multimedia Google Earth Berbasis Virtual Mata Pelajaran SkI di Madrasah Tsanawiyah (MTs). Ideas: Jurnal Pendidikan, Sosial, dan Budaya, 8(3), 1179. https://doi.org/10.32884/ideas.v8i3.902
Fauzian, R. (2022). Metaverse dan Pembelajaran Sejarah Kebudayaan Islam di Madrasah; Tantangan dan Peluang. Madaris: Jurnal Guru Inovatif, Edisi Khusus ISOE (International Symposium On Education)(1), 27–37.
Fayiz, M., Hilmy, N., Darusalam, U., & Rubhasy, A. (2020). Augmented Reality sebagai Media Edukasi Sejarah Bangunan Peninggalan Kesultanan Utsmaniyah menggunakan Metode Marker Based Tracking dan Algoritma Fast Corner Detection. Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi), 4(2), 138. https://doi.org/10.35870/jtik.v4i2.162
Kim, D., Coenraad, M., & Park, H. R. (2021). Digital storytelling as a tool for reflection in virtual reality projects. Journal of Curriculum Studies Research, 3(1), 101–121. https://doi.org/10.46303/jcsr.2021.9
Kusumaningsih, A., Angkoso, C. V., & Anggraeny, N. (2018). Virtual Reality Museum Sunan Drajat Lamongan Berbasis Rulebased System untuk Pembelajaran Sejarah. Jurnal Teknologi Informasi dan Ilmu Komputer, 5(4), 473. https://doi.org/10.25126/jtiik.201854818
Lakka, I., Zafeiropoulos, V., & Leisos, A. (2023). Online Virtual Reality-Based vs. Face-to-Face Physics Laboratory: A Case Study in Distance Learning Science Curriculum. Education Sciences, 13(11), 1083. https://doi.org/10.3390/educsci13111083
Lie, S. S., Helle, N., Sletteland, N. V., Vikman, M. D., & Bonsaksen, T. (2023). Implementation of Virtual Reality in Health Professions Education: Scoping Review. JMIR Medical Education, 9, 1–15. https://doi.org/10.2196/41589
Noble, S. M., Saville, J. D., & Foster, L. L. (2022). VR as a choice: What drives learners’ technology acceptance? International Journal of Educational Technology in Higher Education, 19(1), 6. https://doi.org/10.1186/s41239-021-00310-w
Pathan, R., Rajendran, R., & Murthy, S. (2020). Mechanism to capture learner’s interaction in VR-based learning environment: Design and application. Smart Learning Environments, 7(1), 35. https://doi.org/10.1186/s40561-020-00143-6
Rohmah, A. N. B., Romadhona, E. P., Putri, L. A., & Kartikasari, V. (2022). Pembelajaran Pendidikan Islam Melalui Virtual Reality (VR). 7(2), 373–385.
Ruzakki, H., Nashrullah, N., Junaedi, D., Khoiriyah, S., & Asror, M. (2024). Trend Pemanfaatan Teknologi Augmented Reality Dan Virtual Reality Dalam Pembelajaran Pendidikan Agama Islam Di Indonesia. Edukasi Islami: Jurnal Pendidikan Islam, 13(01). https://doi.org/10.30868/ei.v13i01.4888
Saputri, F. H., & Putra, G. A. I. A. (2023). Pengembangan Media Pembelajaran Sejarah Indonesia Berbasis Game Edukasi Untuk Siswa Kelas 7 Madrasah Tsanawiyah Al-Hafizh Rajeg. G-Tech: Jurnal Teknologi Terapan, 8(1), 16–25. https://doi.org/10.33379/gtech.v8i1.3448
Silakova, L. V., & Sosnilo, A. I. (2023). Study of the Educational Process Participants Readiness to Applying Digital Technologies in Education. Psychological Science and Education, 28(4), 112–133. https://doi.org/10.17759/pse.2023280407
Sugiono. (2015). Metode Penelitian Kualitatif. Alfabeta.
Suryonegoro, B. M., Wuryastuti, M. L., & Dewi, N. R. (2024). Literature Review: Inquiry Social Complexity-STEAM Model Based on Math Trail-Virtual Reality Activity Nuanced with Javanese Culture in Improving Critical Thinking Ability. Journal Evaluation in Education (JEE), 5(2), 89–100. https://doi.org/10.37251/jee.v5i2.863
Tønnessen, T. H. (2024). Islamic State and Technology – A Literature Review. Perspectives on Terrorism, 11(6), 101–111.
Utari, S. D., Agustin, M. L., Dzikri, A. M., & Ayundasari, L. (2021). Perancangan Aplikasi Virtual Reality Cagar Budaya untuk Pembelajaran Sejarah Lokal. Historia: Jurnal Pendidik dan Peneliti Sejarah, 4(2), 103–114. https://doi.org/10.17509/historia.v4i2.25740
Dayu, R., Mirdad, J., & Fitri, N. (2022). Pengembangan Multimedia Google Earth Berbasis Virtual Mata Pelajaran SkI di Madrasah Tsanawiyah (MTs). Ideas: Jurnal Pendidikan, Sosial, dan Budaya, 8(3), 1179. https://doi.org/10.32884/ideas.v8i3.902 DOI: https://doi.org/10.32884/ideas.v8i3.902
Fayiz, M., Hilmy, N., Darusalam, U., & Rubhasy, A. (2020). Augmented Reality sebagai Media Edukasi Sejarah Bangunan Peninggalan Kesultanan Utsmaniyah menggunakan Metode Marker Based Tracking dan Algoritma Fast Corner Detection. Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi), 4(2), 138. https://doi.org/10.35870/jtik.v4i2.162 DOI: https://doi.org/10.35870/jtik.v4i2.162
Kim, D., Coenraad, M., & Park, H. R. (2021). Digital storytelling as a tool for reflection in virtual reality projects. Journal of Curriculum Studies Research, 3(1), 101–121. https://doi.org/10.46303/jcsr.2021.9 DOI: https://doi.org/10.46303/jcsr.2021.9
Kusumaningsih, A., Angkoso, C. V., & Anggraeny, N. (2018). Virtual Reality Museum Sunan Drajat Lamongan Berbasis Rulebased System untuk Pembelajaran Sejarah. Jurnal Teknologi Informasi dan Ilmu Komputer, 5(4), 473. https://doi.org/10.25126/jtiik.201854818 DOI: https://doi.org/10.25126/jtiik.201854818
Lakka, I., Zafeiropoulos, V., & Leisos, A. (2023). Online Virtual Reality-Based vs. Face-to-Face Physics Laboratory: A Case Study in Distance Learning Science Curriculum. Education Sciences, 13(11), 1083. https://doi.org/10.3390/educsci13111083 DOI: https://doi.org/10.3390/educsci13111083
Lie, S. S., Helle, N., Sletteland, N. V., Vikman, M. D., & Bonsaksen, T. (2023). Implementation of Virtual Reality in Health Professions Education: Scoping Review. JMIR Medical Education, 9, 1–15. https://doi.org/10.2196/41589 DOI: https://doi.org/10.2196/41589
Noble, S. M., Saville, J. D., & Foster, L. L. (2022). VR as a choice: What drives learners’ technology acceptance? International Journal of Educational Technology in Higher Education, 19(1), 6. https://doi.org/10.1186/s41239-021-00310-w DOI: https://doi.org/10.1186/s41239-021-00310-w
Pathan, R., Rajendran, R., & Murthy, S. (2020). Mechanism to capture learner’s interaction in VR-based learning environment: Design and application. Smart Learning Environments, 7(1), 35. https://doi.org/10.1186/s40561-020-00143-6 DOI: https://doi.org/10.1186/s40561-020-00143-6
Ruzakki, H., Nashrullah, N., Junaedi, D., Khoiriyah, S., & Asror, M. (2024). Trend Pemanfaatan Teknologi Augmented Reality Dan Virtual Reality Dalam Pembelajaran Pendidikan Agama Islam Di Indonesia. Edukasi Islami: Jurnal Pendidikan Islam, 13(01). https://doi.org/10.30868/ei.v13i01.4888 DOI: https://doi.org/10.30868/ei.v13i01.4888
Saputri, F. H., & Putra, G. A. I. A. (2023). Pengembangan Media Pembelajaran Sejarah Indonesia Berbasis Game Edukasi Untuk Siswa Kelas 7 Madrasah Tsanawiyah Al-Hafizh Rajeg. G-Tech: Jurnal Teknologi Terapan, 8(1), 16–25. https://doi.org/10.33379/gtech.v8i1.3448 DOI: https://doi.org/10.33379/gtech.v8i1.3448
Silakova, L. V., & Sosnilo, A. I. (2023). Study of the Educational Process Participants Readiness to Applying Digital Technologies in Education. Psychological Science and Education, 28(4), 112–133. https://doi.org/10.17759/pse.2023280407 DOI: https://doi.org/10.17759/pse.2023280407
Suryonegoro, B. M., Wuryastuti, M. L., & Dewi, N. R. (2024). Literature Review: Inquiry Social Complexity-STEAM Model Based on Math Trail-Virtual Reality Activity Nuanced with Javanese Culture in Improving Critical Thinking Ability. Journal Evaluation in Education (JEE), 5(2), 89–100. https://doi.org/10.37251/jee.v5i2.863 DOI: https://doi.org/10.37251/jee.v5i2.863
Utari, S. D., Agustin, M. L., Dzikri, A. M., & Ayundasari, L. (2021). Perancangan Aplikasi Virtual Reality Cagar Budaya untuk Pembelajaran Sejarah Lokal. Historia: Jurnal Pendidik dan Peneliti Sejarah, 4(2), 103–114. https://doi.org/10.17509/historia.v4i2.25740 DOI: https://doi.org/10.17509/historia.v4i2.25740
Abu, A. N. (2024). Penghayatan Sirah Nabi Muhammad Saw Melalui Penggunaan Virtual Reality (VR). E-Prosiding Persidangan Antarabangsa Sains Sosial & Kemanusiaan kali ke-9.
Creswell, J. W. (2009). Research Designe Qualtative, Quantitative, and Mixed Methode Approaches. Sage.
Dayu, R., Mirdad, J., & Fitri, N. (2022). Pengembangan Multimedia Google Earth Berbasis Virtual Mata Pelajaran SkI di Madrasah Tsanawiyah (MTs). Ideas: Jurnal Pendidikan, Sosial, dan Budaya, 8(3), 1179. https://doi.org/10.32884/ideas.v8i3.902
Fauzian, R. (2022). Metaverse dan Pembelajaran Sejarah Kebudayaan Islam di Madrasah; Tantangan dan Peluang. Madaris: Jurnal Guru Inovatif, Edisi Khusus ISOE (International Symposium On Education)(1), 27–37.
Fayiz, M., Hilmy, N., Darusalam, U., & Rubhasy, A. (2020). Augmented Reality sebagai Media Edukasi Sejarah Bangunan Peninggalan Kesultanan Utsmaniyah menggunakan Metode Marker Based Tracking dan Algoritma Fast Corner Detection. Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi), 4(2), 138. https://doi.org/10.35870/jtik.v4i2.162
Kim, D., Coenraad, M., & Park, H. R. (2021). Digital storytelling as a tool for reflection in virtual reality projects. Journal of Curriculum Studies Research, 3(1), 101–121. https://doi.org/10.46303/jcsr.2021.9
Kusumaningsih, A., Angkoso, C. V., & Anggraeny, N. (2018). Virtual Reality Museum Sunan Drajat Lamongan Berbasis Rulebased System untuk Pembelajaran Sejarah. Jurnal Teknologi Informasi dan Ilmu Komputer, 5(4), 473. https://doi.org/10.25126/jtiik.201854818
Lakka, I., Zafeiropoulos, V., & Leisos, A. (2023). Online Virtual Reality-Based vs. Face-to-Face Physics Laboratory: A Case Study in Distance Learning Science Curriculum. Education Sciences, 13(11), 1083. https://doi.org/10.3390/educsci13111083
Lie, S. S., Helle, N., Sletteland, N. V., Vikman, M. D., & Bonsaksen, T. (2023). Implementation of Virtual Reality in Health Professions Education: Scoping Review. JMIR Medical Education, 9, 1–15. https://doi.org/10.2196/41589
Noble, S. M., Saville, J. D., & Foster, L. L. (2022). VR as a choice: What drives learners’ technology acceptance? International Journal of Educational Technology in Higher Education, 19(1), 6. https://doi.org/10.1186/s41239-021-00310-w
Pathan, R., Rajendran, R., & Murthy, S. (2020). Mechanism to capture learner’s interaction in VR-based learning environment: Design and application. Smart Learning Environments, 7(1), 35. https://doi.org/10.1186/s40561-020-00143-6
Rohmah, A. N. B., Romadhona, E. P., Putri, L. A., & Kartikasari, V. (2022). Pembelajaran Pendidikan Islam Melalui Virtual Reality (VR). 7(2), 373–385.
Ruzakki, H., Nashrullah, N., Junaedi, D., Khoiriyah, S., & Asror, M. (2024). Trend Pemanfaatan Teknologi Augmented Reality Dan Virtual Reality Dalam Pembelajaran Pendidikan Agama Islam Di Indonesia. Edukasi Islami: Jurnal Pendidikan Islam, 13(01). https://doi.org/10.30868/ei.v13i01.4888
Saputri, F. H., & Putra, G. A. I. A. (2023). Pengembangan Media Pembelajaran Sejarah Indonesia Berbasis Game Edukasi Untuk Siswa Kelas 7 Madrasah Tsanawiyah Al-Hafizh Rajeg. G-Tech: Jurnal Teknologi Terapan, 8(1), 16–25. https://doi.org/10.33379/gtech.v8i1.3448
Silakova, L. V., & Sosnilo, A. I. (2023). Study of the Educational Process Participants Readiness to Applying Digital Technologies in Education. Psychological Science and Education, 28(4), 112–133. https://doi.org/10.17759/pse.2023280407
Sugiono. (2015). Metode Penelitian Kualitatif. Alfabeta.
Suryonegoro, B. M., Wuryastuti, M. L., & Dewi, N. R. (2024). Literature Review: Inquiry Social Complexity-STEAM Model Based on Math Trail-Virtual Reality Activity Nuanced with Javanese Culture in Improving Critical Thinking Ability. Journal Evaluation in Education (JEE), 5(2), 89–100. https://doi.org/10.37251/jee.v5i2.863
Tønnessen, T. H. (2024). Islamic State and Technology – A Literature Review. Perspectives on Terrorism, 11(6), 101–111.
Utari, S. D., Agustin, M. L., Dzikri, A. M., & Ayundasari, L. (2021). Perancangan Aplikasi Virtual Reality Cagar Budaya untuk Pembelajaran Sejarah Lokal. Historia: Jurnal Pendidik dan Peneliti Sejarah, 4(2), 103–114. https://doi.org/10.17509/historia.v4i2.25740