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
3.9
CiteScore

IJIET 2026 Vol.16(8): 2175-2188
doi: 10.18178/ijiet.2026.16.8.2677

Affordable Immersive Learning: Integrating Low-cost Virtual Reality and Problem-based Learning to Enhance Science Comprehension and Digital Literacy

Novi Setyasto 1,2,*, Sujarwo Sujarwo 3, and Sekar Purbarini Kawuryan 4
1. Doctoral Program of Primary Education, Faculty of Education, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia
2. Department of Primary School Teacher Education, Faculty of Education, Universitas Negeri Semarang, Semarang, Indonesia
3. Department of Non-Formal Education, Faculty of Education, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia
4. Department of Primary School Teacher Education, Faculty of Education, Universitas Negeri Yogyakarta, Yogyakarta, Indonesia
Email: novisetyasto.2022@student.uny.ac.id (N.S.); sujarwo@uny.ac.id (S.S.); sekarpurbarini@uny.ac.id (S.P.K.)
*Corresponding author

Manuscript received January 21, 2026; revised February 6, 2026; accepted March 25, 2026; published August 18, 2026

Abstract—This study examines the effectiveness of integrating low-cost Virtual Reality (VR) into Problem-Based Learning (PBL) in supporting elementary students’ visualization of science concepts and development of digital literacy. Despite growing interest in immersive technologies for education, few studies have examined the combined use of affordable VR and PBL to simultaneously enhance digital literacy and science comprehension in resource-constrained primary school settings. Using a quasi-experimental design with purposive cluster sampling and random allocation of schools to conditions, the study involved 136 students from six public schools in Semarang, Indonesia. The experimental group (n = 68) learned the Human Digestive System using Google Cardboard headsets in a PBL-VR model, while the control group (n = 68) received conventional instruction. Statistical analysis using the Mann-Whitney U test revealed significant differences in post-test scores between groups; the experimental group recorded a mean gain of 13.77 in digital literacy and 17.62 in science comprehension, compared to the control group’s gains of 3.44 and 7.83, respectively. Effect size analysis indicated a medium effect on digital literacy (r = 0.42) and a small-to-medium effect on science comprehension (r = 0.27). These findings suggest that integrating low-cost semi-immersive VR within a PBL framework may effectively support students’ digital literacy and science understanding, offering a potentially scalable approach for technology-enhanced learning in resource-constrained educational settings in developing countries.

Keywords—digital literacy, elementary education, human digestive system, low-cost virtual reality, problem-based learning


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Cite: Novi Setyasto, Sujarwo Sujarwo, and Sekar Purbarini Kawuryan, "Affordable Immersive Learning: Integrating Low-cost Virtual Reality and Problem-based Learning to Enhance Science Comprehension and Digital Literacy," International Journal of Information and Education Technology, vol. 16, no. 8, pp. 2175-2188, 2026.


Copyright © 2026 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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