International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
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IJIET 2025 Vol.15(6): 1302-1311
doi: 10.18178/ijiet.2025.15.6.2332

The Impact of Virtual Reality on Creative Thinking Skills and Self-Efficacy in Learning Rotational Dynamics

Yulkifli1, Didik Hariyanto2, Nadi Suprapto3, Septian Rahman Hakim4, Fatni Mufit1,*, Muhammad Dhanil1, and Fuja Novitra1
1. Department of Physics, Faculty of Mathematics and Natural Sciences, Universitas Negeri Padang, Padang, Indonesia
2. Department of Electrical Engineering Education, Faculty of Engineering, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia
3. Department of Physics Education, Faculty of Mathematics and Natural Sciences, Universitas Negeri Surabaya, Surabaya, Indonesia
4. Department of Electrical and Electronic Engineering, Faculty of Vocational, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia
Email: yulkifliamir@fmipa.unp.ac.id (Y.), didik_hr@uny.ac.id (D.H.); nadisuprapto@unesa.ac.id (N.S.); septianrahmanhakim@uny.ac.id (S.R.H); fatni_mufit@fmipa.unp.ac.id (F.M.); muhammaddhanil22@gmail.com (M.D.); fujanovitra@fmipa.unp.ac.id (F.N.)
*Corresponding author

Manuscript received December 16, 2024; revised January 3, 2025; accepted February 11, 2025; published June 20, 2025

Abstract—Virtual Reality (VR) technology is the best technology for simply presenting complex information. Learning physics, especially rotational dynamics material, is a problem in itself because it is classified as a difficult category. This study aims to determine the impact of using VR in improving creative thinking skills and self-efficacy on rotational dynamics material. The study used a quasi-experimental design involving 21 students in the control class and 23 students in the experimental class. The results showed that the t-test and Mann-Whitney test produced a significance value (sig) of 2-tailed < 0.05. The t-test results indicate that learning by utilizing VR has a better effect than using Slide Presentation in improving creative thinking skills. In addition, the results of the Mann-Whitney test inform that self-efficacy in learning by utilizing VR is better than learning using Slide Presentation. The effect size of learning using VR in enhancing creative thinking skills and self-efficacy obtained scores of 1.55 and 1.02, which fall into the huge effect category. Thus, learning by utilizing VR is proven to improve students’ creative thinking skills and self-efficacy in rotational dynamics material.

Keywords—creative thinking skills, Virtual Reality (VR), self-efficacy


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Cite: Yulkifli, Didik Hariyanto, Nadi Suprapto, Septian Rahman Hakim, Fatni Mufit, Muhammad Dhanil, Fuja Novitra, "The Impact of Virtual Reality on Creative Thinking Skills and Self-Efficacy in Learning Rotational Dynamics," International Journal of Information and Education Technology, vol. 15, no. 6, pp. 1302-1311, 2025.


Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).
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