IMMERSIVE LEARNING WITH VIRTUAL REALITY (VR): SIMULATING A VISIT TO THE BOROBUDUR TEMPLE SITE AS A HISTORICAL AND CULTURAL LEARNING EXPERIENCE

Cultural Heritage Immersive Learning Virtual Reality (VR)

Authors

December 11, 2025
December 17, 2025

Downloads

Teaching complex cultural heritage sites like the Borobudur Temple presents a significant “pedagogical problem.” Traditional 2D media (textbooks, videos) “flattens” the site’s spatial cosmology and narrative reliefs, inhibiting deep conceptual understanding and creating an “access problem” for most students. This study aimed to: (1) design and develop a high-fidelity, pedagogically-scaffolded “Borobudur VR” prototype, and (2) empirically evaluate its effectiveness on student learning outcomes compared to traditional instruction. A mixed-methods, quasi-experimental pre-test/post-test control group design was used (N=116). The treatment group (n=58) received a 45-minute VR intervention, while the control group (n=58) received a “best-practice” 2D lecture. Learning gains were measured with the “Borobudur Knowledge and Conceptual Understanding Test” and analyzed using ANCOVA. The VR group significantly outperformed the control group (p < .001) with a massive effect size (Partial \eta_p^2 = .684). The primary advantage was in “Conceptual” understanding (\eta_p^2 = .712), not just “Declarative” facts. Qualitative data confirmed high presence, high motivation, and low cognitive load. The bespoke VR prototype is a vastly superior pedagogical tool for teaching complex, spatial-narrative concepts. It solves the “flattening” problem by allowing students to “walk the path,” validating VR as a powerful model for digital heritage education in the humanities.