The Effect of Using a Virtual Tour Learning Media of the Old Pontianak Post Office Heritage Building on Students’ Learning Interest in Grade XI at SMAN 5 Pontianak

Pengaruh Penggunaan Media Pembelajaran Virtual Tour Bangunan Cagar Budaya Kantor Pos Lama Pontianak terhadap Minat Belajar Siswa di Kelas XI SMAN 5 Pontianak

Authors

  • ilmansyah_281103 Universitas Tanjungpura
  • Andang Firmansyah Universitas Tanjungpura
  • Astrini Eka Putri Universitas Tanjungpura

DOI:

https://doi.org/10.36526/santhet.v10i4.7708

Keywords:

Learning media, virtual tour, Learning Interest, History, Cultural Heritage

Abstract

Students' low interest in history learning due to the lack of innovative and contextual media remains a significant challenge in secondary education. This study addresses this gap by investigating the potential of a locally-developed virtual tour as an instructional tool. This research aims to examine the effect of using a Virtual Tour learning media of the Old Post Office Cultural Heritage Building in Pontianak on the historical learning interest of 11th-grade students. A quantitative approach with a quasi-experimental posttest-only nonequivalent control group design was employed. The study involved 70 students from SMAN 5 Pontianak, selected through cluster random sampling, and divided equally into an experimental class (using Virtual Tour media) and a control class (using conventional PowerPoint). Data were collected using a validated questionnaire and analyzed using an independent sample t-test. The findings revealed a significant difference in learning interest between the two groups. The experimental class demonstrated a significantly higher level of interest (82.92%, "very high") compared to the control class (78.83%, "high"). The t-test yielded a significance value of < 0.05, confirming the statistical significance. Furthermore, the effect size (Cohen's d = 1.68) indicated a large practical impact. The integration of a locally-contextualized Virtual Tour, built on the Panoee platform and delivered via standard projectors, proved highly effective in enhancing students' interest and active participation. This research contributes a novel, accessible model for integrating local cultural heritage into history education through immersive technology.

References

Aini, F. N., & Rokhman, M. N. (2018). Upaya Meningkatkan Minat Belajar Siswa Terhadap Pembelajaran Sejarah Melalui Penerapan Metode Gallery Walk di Kelas XI MIPA 6 SMA N Yogyakarta Tahun Ajaran 2017/2018. Jurnal Pendidikan, 5(2), 2–3. https://journal.student.uny.ac.id/risalah/article/view/12462/12008

Ariatama, S., Adha, M. M., Rohman, Hartino, A. T., & Ulpa, P. E. (2021). Penggunaan teknologi virtual reality (VR) sebagai upaya eskalasi minat dan optimalisasi dalam proses pembelajaran secara online dimasa pandemik. Jurnal Teknologi Pendidikan, 2(1), 1-12. http://repository.lppm.unila.ac.id/id/eprint/32006

Choirin, A. S. N., Efendi, A., Niswah, N., & Nugroho, V. A. (2024). Efektivitas media pembelajaran berbasis virtual reality (VR) untuk meningkatkan kemampuan pemahaman materi pada siswa sekolah dasar. Jurnal Tunas Bangsa, 11(1), 31-43. https://doi.org/10.46244/tunasbangsa.v11i1.2599

Cohen, J. (2013). Statistical power analysis for the behavioral sciences. routledge.

Fauzi, A., & Nurhaliza, S. (2022). Potensi Pemanfaatan Virtual Reality Sebagai Media Pembelajaran. Jurnal Teknologi Pendidikan, 14(2), 123-135

Hendoyo, Firmansyah, A., & Putri, A. E. (2025). Pengembangan Media Belajar Berbasis Aplikasi Virtual Reality Pada Situs Keraton Sambas Alwatzikhoebillah. Jurnal Ilmiah Wahana Pendidikan, 11(9.C), 43-59. https://jurnal.peneliti.net/index.php/JIWP/article/view/11572

Kochhar, S. K. (2008). Pembelajaran sejarah. Jakarta. Grasindo.

Maharani, A. D., Sarwanto, S., & Prayitno, H. J. (2021). Analisis pengelolaan kelas selama pembelajaran daring pada guru kelas di sekolah dasar. Didaktika Dwija Indria, 9(3), 1–9. https://doi.org/https://doi.org/10.20961/DDI.V9I3.48986

Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cambridge University Press.

Robbani, M. I., Chalimi, I. R., & Mirzachaerulsyah, E. (2024). Pengembangan Museum Virtual Praaksara Indonesia Sebagai Media Pembelajaran Mahasiswa Prodi Pendidikan Sejarah Fkip Untan. Jurnal Pendidikan Sejarah Indonesia, 7(2), 269–288. http://dx.doi.org/10.17977/um0330v7i2p269-288

Rosmah, Suparman, & Setiawan, V. R. (2023). Pengaruh media pembelajaran berbasis virtual tour museum terhadap minat dan hasil belajar peserta didik. Jurnal Ilmiah Mandala Education, 9(1), 1-10. https://doi.org/10.58258/jime.v9i1.4374

Rusman. (2011). Model-model pembelajaran: Mengembangkan profesionalisme guru. Rajawali Pers/PT Raja Grafindo Persada.

Sintha, A. D., Harini, & Sunarto. (2016). Pengaruh Kompetensi Guru dan Motivasi Berprestasi Siswa Terhadap Prestasi Belajar Pada Mata Pelajaran Pengelolaan Usaha Pemasaran Kelas X PM di SMK Negeri 1 Karanganyar Tahun Ajaran 2015/2016. Jurnal Pendidikan Bisnis dan Ekonomi, 2(01), 1–17. https://doi.org/10.20961/bise.v2i1.17368

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

Vygotsky, L. S. (1978). Mind in Society: Development of Higher Psychological Processes (M. Cole, V. Jolm-Steiner, S. Scribner, & E. Souberman, Eds.). Harvard University Press. https://doi.org/10.2307/j.ctvjf9vz4.

Downloads

Published

2026-08-26

How to Cite

ilmansyah_281103, Andang Firmansyah, & Astrini Eka Putri. (2026). The Effect of Using a Virtual Tour Learning Media of the Old Pontianak Post Office Heritage Building on Students’ Learning Interest in Grade XI at SMAN 5 Pontianak: Pengaruh Penggunaan Media Pembelajaran Virtual Tour Bangunan Cagar Budaya Kantor Pos Lama Pontianak terhadap Minat Belajar Siswa di Kelas XI SMAN 5 Pontianak. Santhet (Jurnal Sejarah Pendidikan Dan Humaniora), 10(4), 1812–1819. https://doi.org/10.36526/santhet.v10i4.7708