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Technological Advancement in Education #1: VR for Proyek Penguatan Profil Pelajar Pancasila (P5)






“Proyek Penguatan Profil Pelajar Pancasila (P5) is one part of Kurikulum Merdeka. Educators and students are together in striving for Indonesian educational advancement in many ways, including through Virtual Reality technology."



Indonesian technological advancement in education strongly depends on educational elements' contributions, such as educators, students, and educational institutions. In this context, there are various innovative ways to speed up the acceleration of advancement, including technology. MilleaLab, a Virtual Reality (VR) technological education platform, is an applicative platform for Indonesian education advancement. Muhlis, S. Pd., M. Pd., an educator of SMP Negeri 6 Makassar, said, "The impact of VR on students' learning is really great. Besides, classroom learning is becoming deeper; they become more focused, not looking right or left. It motivates me to keep consistent."


Moreover, Muhlis, S. Pd., M. Pd.'s contribution as one of the educational elements is broader than classroom learning. Muhlis, S. Pd., M. Pd. recently held an excellent practice in VR implementation on Proyek Penguatan Profil Pelajar Pancasila (P5). "One school in Makassar contacted me regarding this activity at a school considered far from the capital city. Finally, we discussed to run the P5 activity and we started it," said Muhlis, S. Pd., M. Pd. The activity lasted for approximately one month and two weeks and involved training for educators and students to create VR-based learning content.


Proyek Penguatan Profil Pelajar Pancasila is a part of Kurikulum Merdeka initiated by the Indonesian government. The purpose is to give opportunities to the students to experience knowledge in the character development process. Besides, Millealab provides VR-based applications that Muhlis, S. Pd., M. Pd. has deepened due to his participation in Pendekar VR community. VR implementation on P5 activity also produces some significant results that have the potential to advance Indonesian technological education as well as supporting students' character thoroughly.


"One of the segments of P5 is Outing School that allows students to learn outside of the classroom. The places limited to space, distance, time, and cost are overcomed through this VR. The connection is right there," firmed Muhlis, S. Pd., M. Pd. In every good practice related to technological education, internet connection always becomes the main challenge for educators, including Muhlis, S. Pd., M. Pd. Muhlis, S. Pd., M. Pd. added, "The signal becomes the major problem. Fortunately, the government helped us to find the solution which is a specific room and space for students and educators to learn with appropriate internet connection. Even though the distance is quite far away from their school."


The student's and educators' ability in this P5 activity seems significantly different. Muhlis, S. Pd., M. Pd. believes that those differences can happen because the students are way more familiar with technology in their daily usage. Those facts do not break their motivation to create VR learning content using MilleaLab Creator. Ultimately, all educational elements strive to realize Indonesian educational advancement in many ways. One of them is through the implementation of Virtual Reality technology.



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