
Hello Champions…
Universitas Teknokrat Indonesia (UTI), the Best Private Higher Education Institution in ASEAN, organized the program “Teknokrat Goes to School” with the theme “Metaverse for Education” at YPI Tanjung Bintang Vocational High School, South Lampung, on Thursday (10/8).
This program is a form of community service (PKM) aimed at introducing technology in the form of a metaverse that can be used for learning.
The metaverse is a virtual community where people can meet, communicate, work, and even shop. Through this metaverse, individuals can be part of a community without the need for land, water, or air travel.
This technological advancement was developed by Universitas Teknokrat Indonesia to be utilized in education. Currently, students are more interested in learning through audio-visual media and mobile phones.
In this activity, students had the opportunity to create avatars, guided by a team of lecturers and students. The students were very enthusiastic and eager because they would be able to virtually be at Universitas Teknokrat Indonesia through the avatars they created.
The material was delivered by Donaya Pasha, M.Comp., and students assisted those who faced challenges during the activity.
Furthermore, this program is also a practical action to help schools implement the digitization of learning due to rapidly advancing technology.
Therefore, there is a need for efforts to apply technology, especially in the field of education.
On one occasion, Vice Rector of Universitas Teknokrat Indonesia, Dr. H Mahathir Muhammad, SE., MM., mentioned that, regarding research and development of the metaverse, Teknokrat will continue to contribute to the development of education in Indonesia by developing the application of technology for education.
Moreover, this activity is a collaboration between the Coordinating Ministry for Human Development and Culture of the Republic of Indonesia, the Indonesian Rectors Forum, and Universitas Teknokrat Indonesia under the theme “Movement to Introduce Metaverse-Based Educational Games to Improve Digital Literacy.”



