Pengembangan Media Pembelajaran Neuroanatomi Berbasis WebXR (Website Extended Reality) dengan Pendekatan Aksesibilitas dan Optimalisasi


  • Gede Bramanda * Mail Universitas Pendidikan Ganesha, Singaraja, Indonesia
  • I Gede Partha Sindu Universitas Pendidikan Ganesha, Singaraja, Indonesia
  • Putu Hendra Suputra Universitas Pendidikan Ganesha, Singaraja, Indonesia
  • (*) Corresponding Author
Keywords: Web XR; Neuroanatomi; Multimedia Development Life Cycle; Meta Quest 2; User Experience Questionnaire; SOBOTA

Abstract

This study aims to develop and evaluate a WebXR (Website Extended Reality)-based learning media specifically designed for medical students at Universitas Pendidikan Ganesha. Neuroanatomy learning is a crucial yet challenging component of medical education, often difficult to comprehend due to limited learning media, the scarcity of cadavers, and the abstract nature of the SOBOTA anatomical atlas. The primary contribution of this research lies in the integration of an affordable and easily accessible web-based immersive platform, which simultaneously resolves technical constraints such as motion sickness and stuttering on standalone devices. Behind a well-structured and designed foundation, this media operates on a server-based infrastructure and runs on HTML5 technology architecture to deliver flexible, real-time data accessibility directly through the browser. Technical optimization was implemented in the form of FPS stabilization (FPS Locking) and dynamic resolution scaling to maximize the computing capacity of the Snapdragon XR2 chipset on Meta Quest 2. This application was built using the Multimedia Development Life Cycle (MDLC) framework. The assessment results show that the application has very high validity from both material and media experts, achieving an overall score of 1.00 based on the Gregory matrix. Furthermore, user experience testing using the User Experience Questionnaire (UEQ) with medical students yielded an "Excellent" rating across all dimensions, with the Stimulation dimension receiving the highest score (2.46), placing this application within the top 10% of products globally. The findings indicate that the developed WebXR media effectively offers immersive appeal and can serve as a high-quality, interactive, and cross-platform alternative practical tool for neuroanatomy introduction.

Downloads

Download data is not yet available.

References

Aridan, N., Bernstein-Eliav, M., Gamzo, D., Schmeidler, M., Tik, N., & Tavor, I. (2024). Neuroanatomy in virtual reality: Development and pedagogical evaluation of photogrammetry-based 3D brain models. Anatomical Sciences Education, 17(2), 239–248. https://doi.org/10.1002/ase.2359

Bear, M. F., Connors, B. W., & Paradiso, M. A. (2020). Neuroscience: Exploring the brain (4th ed.). Lippincott Williams & Wilkins.

Khonsary, S. (2017). Guyton and Hall: Textbook of Medical Physiology. Surgical Neurology International, 8(1), 275. https://doi.org/10.4103/sni.sni_327_17

Mahayani, K. E., Agustini, K., Gde, I., & Sudatha, W. (2023). The effectiveness of virtual reality in mathematics for SPLDV material. Journal of Education Technology, 7(3), 390–399. https://doi.org/10.23887/jet.v7i3.624

Mistry, D., Brock, C. A., & Lindsey, T. (2023). The present and future of virtual reality in medical education: A narrative review. Cureus, 15(12), e51124. https://doi.org/10.7759/cureus.51124

Pramitasiwi, P. D. A., Sindu, I. G. P., & Wahyuni, D. S. (2025). Pengembangan immersive laboratory berbasis virtual reality pada standar pemeriksaan kehamilan dalam meningkatkan kualitas pembelajaran. TIN: Terapan Informatika Nusantara, 6(7), 1190–1200. https://doi.org/10.47065/tin.v6i7.8944

Pramudita, P. D., Pascima, I. B. N., & Sindu, I. G. P. (2025). Pengembangan augmented reality portal untuk galeri virtual lukisan Wayang Kamasan. Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI), 14(1), 1–10. https://ejournal.undiksha.ac.id/index.php/KP/article/view/74211

Putra, I. M. G. M., & Putra, I. N. T. A. (2025). Perancangan aplikasi berbasis augmented reality untuk visualisasi produk dalam e-commerce. JATI (Jurnal Mahasiswa Teknik Informatika), 9(4), 5787–5793. https://ejournal.itn.ac.id/index.php/jati/article/view/9124

Putz, R., & Pabst, R. (2008). Sobotta atlas of human anatomy (14th ed.). Elsevier.

Qualcomm Technologies, Inc. (2020). Snapdragon XR2 5G platform: Unlocking the full potential of XR [White paper]. Qualcomm Technologies. https://www.qualcomm.com/media/documents/files/snapdragon-xr2-5g-platform-product-brief.pdf

Riyadi, R., Hasanuddin, T., & Abdullah, S. M. (2024). Penerapan teknologi virtual reality (VR) untuk pengenalan workingspace Fakultas Ilmu Komputer Universitas Muslim Indonesia. Buletin Sistem Informasi dan Teknologi Islam, 5(3), 212–221. https://doi.org/10.33096/busiti.v5i3.2198

Saraswati, N. L. P. A. (2020). Pengembangan media pembelajaran sistem pernapasan berbasis virtual reality untuk siswa SMP. Jurnal Pendidikan Sains, 25(4), 87–95. https://journal.um.ac.id/index.php/jps/article/view/14352

Schrepp, M., Hinderks, A., & Thomaschewski, J. (2023). User experience questionnaire handbook. UEQ Online. https://www.ueq-online.org/

Seputra, K. A., Paramartha, A. A. G. Y., & Wijaya, I. N. S. W. (2020). Implementasi Google Drive cloud storage pada sistem repositori AL-daring. SINTECH Journal (Science and Information Technology Journal), 3(1), 49–57. https://doi.org/10.31598/sintechjournal.v3i1.533

Setemen, K. (2018). Pengembangan dan pengujian validitas butir instrumen kecerdasan logis-matematis. Jurnal Pendidikan Teknologi dan Kejuruan, 15(2), 179–187. https://doi.org/10.23887/jptk-undiksha.v15i2.14020

Sindu, I. G. P., Hartati, R. S., Sudarma, M., & Gunantara, N. (2023). Systematic literature review of machine learning in virtual reality and augmented reality. Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI), 12(1), 108–118. https://doi.org/10.23887/janapati.v12i1.60126

Standring, S. (Ed.). (2020). Gray's anatomy: The anatomical basis of clinical practice (42nd ed.). Elsevier.

Sung, H., Kim, M., Park, J., Shin, N., & Han, Y. (2024). Effectiveness of virtual reality in healthcare education: Systematic review and meta-analysis. Sustainability, 16(19), 8520. https://doi.org/10.3390/su16198520

Tene, T., Vique López, D. F., Valverde Aguirre, P. E., Orna Puente, L. M., & Vacacela Gomez, C. (2024). Virtual reality and augmented reality in medical education: An umbrella review. Frontiers in Digital Health, 6, e1365345. https://doi.org/10.3389/fdgth.2024.1365345

Unity Technologies. (2023). Optimizing graphics performance: Reduce rendering work on the CPU or GPU. Unity Documentation. https://docs.unity3d.com/Manual/ReducingRenderingWork.html

Utami, L. P. R. A., Suwastini, N. K. A., Dantes, G. R., Suprihatin, C. T., & Adnyani, K. E. K. (2021). Virtual reality for supporting authentic learning in 21st-century language classroom. Jurnal Pendidikan Teknologi dan Kejuruan, 18(1), 132–143. https://doi.org/10.23887/jptk-undiksha.v18i1.31127

Zhao, J., Xu, X., Jiang, H., & Ding, Y. (2020). The effectiveness of virtual reality-based technology on anatomy teaching: A meta-analysis of randomized controlled studies. BMC Medical Education, 20(1), 57. https://doi.org/10.1186/s12909-020-1994-z


Bila bermanfaat silahkan share artikel ini

Berikan Komentar Anda terhadap artikel Pengembangan Media Pembelajaran Neuroanatomi Berbasis WebXR (Website Extended Reality) dengan Pendekatan Aksesibilitas dan Optimalisasi

Dimensions Badge
Article History
Published: 2026-06-06
Abstract View: 9 times
Section
Articles