Virtual Reality To Improve Autism Social Skills With A "Gotong Royong" Context

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Virtual Reality to Improve Autism Social Skills with a “Gotong

Royong” Context

A. Christian Melody Dharma Saputra, Junior High School 4 th Yogyakarta,


Sleman, Indonesia (christianmelodydharmasaputra@gmail.com)
B. Chaterine Kezia Kurniawan, Junior High School 5th Yogyakarta,
Sleman, Indonesia (chaterinekezia2909@gmail.com)
C. Maria Natha Elora, Junior High School 4th Yogyakarta, Bantul,
Indonesia (marianathaelora08@gmail.com)
D. Rafael Maruli Errando Sinaga, Junior High School 5 th Yogyakarta,
Sleman, Indonesia (rafaelmaruli.22@gmail.com)
E. Elvaretta Orlin Jayasaputri, Junior High School 5th Yogyakarta,
Yogyakarta, Indonesia (07.orlin6a@gmail.com)

Abstract
This research explores the use of Virtual Reality (VR) technology,
specifically the aframe.io framework, to improve social skills in children with
autism within the Indonesian cultural context of "Gotong Royong."
Addressing challenges associated with Autism Spectrum Disorder (ASD),
the study focuses on sustainable social development goals. Eight
participants, aged 10 to 18, with mild autism engaged in VR-based activities
like virtual communal clean-ups. Utilizing the Technology Acceptance
Model (TAM), the study evaluates factors such as Perceived Ease of Use
(PEOU) and Perceived Usefulness (PU) in the context of social skill
enhancement. Results indicate positive perceptions, with average scores of
3.5 for PEOU and 3.8 for PU, suggesting moderate ease of use and
significant usefulness. The Attitude toward Using (ATU) average score of
3.5 reflects a positive mindset, while the Behavioral Intention to Use (BITU)
average score of 3.8 suggests a strong motivation to integrate the
technology into daily routines. However, the Actual System Use (ASU)
score of 2.8 highlights the need for further evaluation and improvement. In
conclusion, this research demonstrates the potential of VR technology
within a "Gotong Royong" context to enhance social skills in children with
autism. The findings contribute to refining VR interventions, addressing
social challenges in individuals with autism, and advancing toward
sustainable social development goals.

Keywords: Virtual Reality, Autism, Gotong Royong, Technology Acceptance


Model, Social Skills

A. Introduction Autism Spectrum Disorder (ASD)


Children are the next generation is defined by social and
and the hope of the family and the communication problems, along
country. Children have special with repetitive behavioral patterns
rights [1]. But this can be interfered and restrictions that can vary in
by one factor, namely autism. severity between individuals [2].
There are three severity level,
namely level 1, which is low; level
2, which is moderate; and level 3, Reality (VR) is one of them. VR is
which is high [3]. Symptoms of used in various fields [10]–[13];
autism are characterized by [14]–[16]; [17]; one of them is
minimal social communication and disability {5}. VR is a computer-
social interaction in various generated representation of an
contexts, along with restricted and environment that simulates
repetitive patterns of behavior and physical presence in the real world
interests or activities [4]. ASD is by or in the virtual world [18]. In this
heterogeneous research, the type of VR used is
neurodevelopmental disorders immersive VR because the
caused by genetic and resulting representation feels more
environmental factors [5]. Based realistic, so the product users feel
on average figures and like they have truly entered the VR
prevalence, people with the above world {6}.
symptoms are estimated to be 1
out of 100 children in the world {1}. VR can be a medium for
developing autistic social skills in
Based on the explanation above, cyberspace. That is because VR
autism can cause socialization has the potential to control and
deficits in humans {2}. Meanwhile, manipulate different features of
according to Aristotle, humans are social situations, helping students
social creatures (Zoon Politicon), with autism better adapt to and
so social skills are fundamental for solve them [19]. Apart from that,
every human being, including according to the results of
autistic people. If they don't interviews conducted with autism
develop social skills until teachers at SLB N 1 Bantul,
adulthood, autistic people have no children with autism are interested
hope for the future [6]. in visual forms such as colorful
pictures and videos. The above
That is one of the obstacles to the proves that VR is possible for use
realization of the SDGs. There are by autistic people.
several SDG goals that are
relevant to this issue. In SDG 3, the There are five studies [20]–[24]
disadvantage of autistic people is that are relevant to this research,
caused by disturbed mental health. with the research theme of
In SDG 4, individuals with developing VR simulation products
intellectual disabilities have higher as a medium for developing social
rates of dropping out of school, skills in autism.
lack of educational degrees, and
school refusal due to autistic social These five studies show that VR is
interaction problems [7], [8]. interesting and can significantly
Because of this, in SDG 10, autistic develop social skills. However, VR
people do not receive equality [9]. needs to be developed so that
That is why a solution is needed more and more communities are
that can be one way to solve aware of it, such as through
problems related to {3}{4}. scenario development, the
development of a set of goals for
Technological advances have the practice and pedagogy regimens
potential to be a solution to equivalent to standard training, and
overcome these problems. Virtual dynamic development in aligning
the type, sequence and social B. Method and Experimental
stimulation of training activities Details
oriented towards bond design 1. Participants and Setting
based on the involvement and
performance of each learner. Table 1.List of autism participants
N Particip Ag Gender Lev
This research complements o ants e el
previous research related to VR to 1 Satriadi 10 Male Mild
{7} improve the social skills of Cahyo
people with autism. Until now, no P
research related to this has raised 2 Jenicka 12 Female Mild
the theme of local wisdom related Melody
to social skills. In this research, VR K
was used to improve the social 3 Rizky 12 Male Mild
skills of autistic children, Ramadh
highlighting the context of local ani
Indonesian wisdom, namely 4 Adinda 13 Female Mild
mutual cooperation as a form of Mei
connection with social skills. Risti
Mutual cooperation is a form of
5 Saka 16 Male Mild
social skill because in mutual
Danady
cooperation, togetherness must
aksa S
based on social action and social
solidarity [25]. Gotong royong is a 6 Rizka 17 Female Mild
noble Indonesian culture that is Putri L
rooted in the values of Pancasila, 7 Affandi 18 Male Mild
making it the basis of social Akbar
solidarity among Indonesian 8 Rizal 18 Male
people [26]. The value of mutual Julianto
cooperation needs to be preserved
through VR, which simulates this. The participants are from Special
School (SLB) N 1 Bantul,
Research Hypothesis: The use of encompassing students with
Virtual Reality (VR) technology in educational backgrounds ranging
the context of 'Gotong Royong' will from elementary school to high
result in a significant increase in school. The respondents consist of
the social skills abilities of 5 male and 3 female children, with
individuals with autism, as ages ranging from 10 to 18 years. All
measured through various participants have a mild level of
parameters such as social autism severity. The selection
interaction, communication skills, process was based on their ability to
and understanding of the concept follow instructions, ensuring that
of 'Gotong Royong'. participants have the capacity to
engage with the instructional
aspects of the study.

2. Intervention: VR-Based
Social Skills (gotong royong)
Training
Figure 1. VR view of area Figure 2. Prespective of View of V-
playground V-TORO for autism user TORO from user when playing
together with other player in
This research employs the aframe.io multiplayer mode.
web framework as a platform to
create visual experiences in HTML-
based virtual reality (VR). The focus
lies on tasks involving social
interaction integrated into everyday
scenes within a simulated VR
environment, such as collaboratively
cleaning up trash. Social interaction
tasks engage two users or operate
in multiplayer mode, implemented
based on the concept of cooperation
in a specific task, namely, disposing
of bottles together. The facilitator, in Figure 3. Autism Children when
this case, the researcher, guides Playing V-TORO
these tasks using the V-TORO
concept. Users view an initial screen 3. Development Model
displaying a field with various The ADDIE (Analysis, Design,
elements, including a house, tractor, Development, Implementation, and
straw, plants, and key objects such Evaluation) instructional design
as trash bottles and bins. Users framework is a systematic approach
navigate and control their to creating effective learning
perspective using VR controllers. experiences. In the analysis phase,
The V-TORO usage scenario the designer identifies learning
includes adaptation to prevent needs and goals, followed by the
motion sickness, environmental design phase where instructional
identification through facilitator strategies and materials are
questions, and the execution of a outlined. The development phase
collaborative scenario involving involves creating the actual
disposing of trash together by two instructional content, while the
users side by side. implementation phase focuses on
delivering the instruction to the
target audience. Finally, the
evaluation phase assesses the
effectiveness of the instruction,
providing insights for improvement.
This iterative process allows for
continuous refinement and
enhancement of the learning
experience.
The choice of TAM as the instrument
allows researchers to delve into the
attitudes and intentions of
individuals with autism towards
using VR technology, exploring their
perceptions of ease of use and the
perceived utility of the technology in
the specific context of social skill
Figure 4. ADDIE model diagram enhancement. By assessing
attitudes and intentions, TAM
4. Intrument facilitates a deeper understanding of
the potential success and user
acceptance of the proposed VR
intervention.

Moreover, TAM's inclusion aligns


with the research focus on a
"Gotong Royong" context,
emphasizing collaboration and
communal engagement. The model
aids in examining not only the
Figure 5. TAM model individual user's perspective but
also the collective social dynamics
The utilization of the Technology that may influence the adoption of
Acceptance Model (TAM) as the VR technology within a communal
research instrument for this study is setting, shedding light on how the
grounded in the need to technology may be embraced and
comprehensively understand and integrated into shared social
evaluate the acceptance and activities.
adoption of virtual reality (VR)
technology within the specific In summary, the incorporation of
context of enhancing social skills in TAM as the research instrument is
individuals with autism. justified by its capacity to
systematically evaluate the crucial
TAM, a well-established theoretical factors influencing the acceptance
framework, offers a systematic of VR technology among individuals
approach to examining the factors with autism in a "Gotong Royong"
influencing users' acceptance of context. It provides a structured
technology. In the context of autism, framework for assessing the
where social skills development is a perceived ease of use, usefulness,
critical aspect, TAM provides a attitudes, and behavioral intentions,
structured lens to assess key contributing valuable insights to
elements such as Perceived Ease of inform the development and
Use (PEOU) and Perceived implementation of effective VR
Usefulness (PU), which are vital in interventions for enhancing social
determining the feasibility and skills in individuals with autism.
effectiveness of integrating VR
technology for social skill Table 2.Variable and TAM indicator
improvement. Variabel Indicator Symbol
Easy to use PEOU1
Perceived Easy to PEOU2
Ease of Use understand 1) Perceived Ease of Use
Ease of PEOU3 (PEOU):
achieving The Perceived Ease of Use (PEOU)
goals average score of 3.5 suggests that
Perceived Makes work PU1 respondents generally find the
Usefulness easier technology fairly easy to use. This
Improve the PU2 indicates a moderate level of
performanc perceived ease in interacting with
e the system. While not extremely
Helpful PU3 high, the score implies that the users
Attitude Acceptance ATU1 don't encounter significant
Towards Rejection ATU2 challenges or complexities when
Using Enjoying ATU3 using the technology. It may be
the Usage considered a positive indicator, but
Behavioral Plan to keep BITU1 further exploration into specific
Intention using in the aspects of user interface and
to Use future usability could provide insights into
Motivation BITU2 potential improvements.
to keep
using 2) Perceived Usefulness (PU):
Using in any BITU3 With an average score of 3.8 for
condition Perceived Usefulness (PU),
respondents tend to view the
Actual Match with ASU1
technology as quite useful. This
System procedures
suggests that users see value and
Use Honesty in ASU2
benefits in utilizing the technology.
use
The higher score indicates a positive
Duration of ASU3
perception of the technology's utility,
usage
implying that it aligns well with users'
needs and expectations. The results
C. Result and Discussion
reflect a favorable attitude toward
the practical benefits offered by the
Table 3. Respondents Data from
technology, which is crucial for user
TAM Questionare.
acceptance.
Res PE PU AT BI AS
OU U TU U 3) Attitude toward Using (ATU):
1 4 5 4 5 The average Attitude toward Using
2 3 4 3 4 (ATU) score of 3.5 indicates that
3 5 3 5 3 respondents generally hold a
4 4 5 4 5 positive attitude toward using the
5 2 4 2 4 technology. This positive inclination
6 3 2 3 2 suggests that users are likely to
7 5 4 5 4 approach the technology with
8 4 3 4 3 optimism and a favorable mindset. A
9 3 5 3 5 balance between perceived ease of
10 2 3 2 3 use and perceived usefulness
Total 35 38 30 38 contributes to this positive attitude,
AVG 3,5 3,8 3,0 3,8 indicating that users are receptive to
engaging with the technology in a
constructive manner. emphasizing its potential benefits.
Attitude toward using (ATU) reflects
4) Behavioral Intention to Use a positive disposition among
(BITU): respondents regarding the
The average Behavioral Intention to technology's usage. Additionally,
Use (BITU) score of 3.8 implies that behavioral intention to use (BITU)
respondents tend to have a positive demonstrates a positive inclination
intention to use the technology. This among respondents to incorporate
suggests a strong likelihood that the technology into their routines.
users are motivated to incorporate However, the average level of actual
the technology into their regular system use (ASU) is measured at
routines or activities. A higher 2.8, suggesting a need for
intention to use reflects a positive evaluation to align expectations and
predisposition toward adopting the identify potential areas for
technology in practical scenarios, improvement. This research
reinforcing the idea that users underscores the promising role of
perceive meaningful benefits and VR technology within a 'Gotong
value in its application. Royong' framework for enhancing
social skills in children with autism,
5) Actual System Use (ASU): with room for further refinement in its
The average Actual System Use implementation.
(ASU) score of 2.8 indicates the
observed level of technology use. E. Acknowledgements
This score suggests that, on The research entitled "Virtual Reality
average, users are engaging with to Improve Autism Social Skills with
the technology at a moderate level. a 'Gotong Royong' Context" has run
It's essential to evaluate whether well and smoothly so that it can
this aligns with initial expectations or participate in the Indonesia
if there are areas that require International Applied Science
improvement. A score below Project Olympiad 2023 competition
expectations may prompt further in the field of Research on Children
investigation into factors influencing with Special Needs. We realize that
actual usage, such as usability the implementation and preparation
issues, training needs, or other user- of this research report involved
related considerations. many parties who contributed to us.
This research can be carried out well
D. Conclusion thanks to the help, participation, and
The utilization of virtual reality (VR) cooperation of many parties.
technology to enhance social skills Therefore, we would like to thank:
in children with autism within the 1) God Almighty who gives His
context of "Gotong Royong" has abundance of blessings and grace
been evaluated through key 2) Parents who always support
parameters. The perceived ease of and pray for us
use (PEOU) indicates that 3) Mr. Tama Enar Widiyanto, as
respondents generally find the the accompanying teacher
technology fairly easy to use, 4) Andreas Wegi, as the
suggesting a user-friendly interface. supervisor
Perceived usefulness (PU) results 5) SLBN 1 Bandung, as a
show that respondents perceive the respondent for research data
VR technology as quite useful, material
6) As well as other parties that Sciences, vol. 13, no. 4, 2023, doi:
we cannot mention one by one. 10.3390/bs13040336.

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