Development of Virtual Reality Technology in Entrepreneurial Learning
Containing Ethnopreneurship
ALBET MAYDIANTORO*, EEN YAYAH HAENILAH, HASAN HARIRI, RANGGA FIRDAUS,
SUNYONO, SUDJARWO,
Faculty of Teacher Training and Education,
University of Lampung,
Bandar Lampung, 35145,
INDONESIA
*Corresponding Author
Abstract: - Although many studies on entrepreneurship learning have been conducted, no ethnopreneurship-loaded
entrepreneurial learning module uses virtual reality media. This research aims to develop an entrepreneurship
learning module with Virtual Reality-assisted Ethnopreneurship. This study adopted the research development of
the Borg and Gall model using four stages (data collection, planning, product draft development, and field trials).
The data was collected through instruments that included a literature review, an expert validity test, and a
questionnaire followed by descriptive analysis. The results showed that developing entrepreneurship learning
modules containing Ethnopreneurship assisted by Virtual Reality was effectively used in learning to increase
entrepreneurial intentions. Research implications and recommendations are also discussed for future research.
Key-Words: - learning modules, entrepreneurship, ethnopreneurship, virtual reality.
Received: January 21, 2023. Revised: May 11, 2023. Accepted: June 9, 2023. Published: June 29, 2023.
1 Introduction
Based on 2019 statistical data, the open
unemployment rate in Indonesia reached 6.25% of the
total workforce. Judging from the level of education,
the highest unemployment is high school graduates at
6.78%, vocational graduates at 8.63%, diploma
graduates reaching 6.89%, and graduates from higher
education at least 6.24%, [1]. BPS data shows the
highest percentage of unemployed Vocational High
School (SMK) graduates. Several factors cause the
number of SMK graduates to be unemployed. The
first factor is cultural barriers related to the culture
that develops in society, such as parents' pride when
their children are accepted as employees, [2], [3]. The
second factor is formal education which is considered
unable to produce graduates ready to work. In
contrast, the third factor is related to the inability of
graduates to meet the quality desired by the market,
[4], [5].
Entrepreneurial intentions can be built through
education and fostered through the learning process,
[6], [7], because the better the learning about
entrepreneurship education received by students, the
better the entrepreneurial intentions of students will
be, [8], [9]. If education can provide adequate
knowledge and inspiration, the intention to become an
entrepreneur as a career choice will increase.
Educational institutions must encourage the
development of creative entrepreneurial ideas,
provide the necessary knowledge about
entrepreneurship and provide entrepreneurial skills.
However, entrepreneurship learning applied in
vocational schools is limited to theoretical and has yet
to reach the practical stage, even though the
implementation of entrepreneurship must be done in
practice, [10], [11], [12].
In addition, entrepreneurship development based
on identity and culture still needs to be improved and
taught through formal education, especially in
vocational schools, even though local
entrepreneurship must be applied to the community to
enrich entrepreneurship nationally. The challenge for
Vocational Schools in the future must be to produce
high-quality outputs that can synergize with the
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DOI: 10.37394/232015.2023.19.63
Albet Maydiantoro, Een Yayah Haenilah,
Hasan Hariri, Rangga Firdaus, Sunyono, Sudjarwo
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business world and the industrial world, [13], [14].
Thus, these outcomes can create new jobs for
themselves and others to contribute to employment
and reduce unemployment problems, [15], [16], [17].
In the use of entrepreneurship learning modules,
teachers still utilize existing ones but have yet to find
any learning modules that contain entrepreneurship
from the local culture. In addition, virtual reality
applications have never been used as a medium for
entrepreneurship learning in vocational schools.
2 Literature Review
Behavioristic learning theory and constructivism, the
basis of this research, are associated with these two
learning theories in compiling ethnopreneurship
learning modules that are charged with virtual reality.
Recent educational programs to overcome
employment problems and build the local economy
are massive, starting from the primary, secondary, and
higher education levels. Entrepreneurship education is
delivered in various forms and sizes and carried out
by many private and public entities, [18], [19]. Many
approaches are used in these programs: face-to-face,
classroom, online, business simulation, and more.
Within a given industry, approaches to startup
training vary, [20], [21]. For example, some
microfinance organizations offer classroom training,
[22], and others offer it as part of regular group
meetings, [23], [24], some mandatory and some
elective, [25]. The need for and demand for
entrepreneurship education and training continues to
grow, although the results of behavior evaluations
across these programs are often not tracked.
Entrepreneurship Education in Vocational Schools
through Creative Products and Entrepreneurship
Subjects (PKK) is based on the 2013 curriculum
structure, which groups PKK subjects for SMK/MAK
students into compulsory group subjects. This subject
aims to support one of the government's programs to
increase the skilled workforce and have an
entrepreneurial spirit.
"Ethnopreneurship" was first proposed by [26],
by involving a specific triangulation of culture,
identity, and market, [26]. The concept of
Ethnopreneurship is presented in Figure 1.
Fig. 1: The concept of Ethnopreneurship
Activities that combine identity, culture, and
market are the elaboration of the concept of
ethnopreneurship. An area, of course, has its
peculiarities, both domestically and abroad. On the
other hand, according to [27], ethnopreneurship is the
ability to create something new in solving problems to
provide benefits and added value and create
ethnographic-based jobs (local wisdom and ethnicity).
At the same time, an ethnopreneur makes something
new in solving problems. To provide help, add value,
and create ethnographic-based jobs (local wisdom and
ethnicity). So in this section, ethnopreneurship and
ethnopreneur in the Indonesian context are focused on
innovation and creativity to open a business by
offering products and services based on local wisdom
and local culture.
The module as a learning resource is a tool that
cannot use alone, so learning resources can make it
easier for students to collect information in learning
activities, [28], [29]. Meanwhile, [30], suggests that
learning resources are created to make it easier for
students to gain knowledge in teaching and learning
activities in the classroom. Based on this
understanding, learning resources are tools designed
to promote learning activities in the school. Educators
created learning resources to help educators provide
learning to students. Of course, the learning materials
made by the teacher must adapt to the conditions of
the class or the learning material being studied in the
classroom.
Virtual Reality (VR) is a technology in
telecommunications, information, and communication
that allows users to interact with an environment that
is simulated by a computer so that the user seems to
be physically involved, [31], [32]. The use of VR
technology has several advantages, including saving
costs, saving time, and saving energy. To create an
atmosphere close to or resembles the real world, VR
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uses special hardware such as VR glasses as displays
and joysticks to move and interact.
The workings of a virtual reality system are that
the user sees a pseudo world on VR glasses which is a
dynamic image. A computer generates a 3D
environment where the user can participate in real-
time and experience the sensation of being there. The
two most important things to consider when creating
or using VR are real-time 3D virtual environments
and human interface devices that connect users. The
user can hear realistic sounds through the headset or
speakers, move around the virtual world, and interact
using a joystick.
Entrepreneurship material is one of the
compulsory subjects in Vocational High Schools. The
lack of learning materials used as references for
learning entrepreneurship causes students to find it
challenging to learn this material. In addition, the
less-than-optimal use of digital media, such as
smartphones in classroom learning and Virtual
Reality technology, makes learning activities less
innovative and optimal. Developing an
entrepreneurial learning module containing
ethnopreneurship assisted by virtual reality will
provide alternative solutions in improving students
entrepreneurship attitudes, entrepreneurial intentions,
and startup abilities.
3 Research Method
This studys research type uses research and
development methods or Research and Development
(R & D). R & D is a research method used to produce
specific products and test the effectiveness of these
products, [33]. The development model refers to the
development model Borg and Gall consist of ten
implementation steps shown in the following chart
(Figure 2):
Fig. 2: Research Model
The initial step in this development is collecting
data covering several things, namely needs
measurement, literature study, research on a small
scale, and considerations in terms of value. The first
is material selection. The material to be developed in
this R & D is Entrepreneurial Attitude and Behavior
and Business Opportunities. The second school
selection, the school chosen was SMK Negeri 8
Bandar Lampung.
Based on the data collection that has been done, a
product plan/design is made, including a). The
purpose of using learning modules for Creative
Products and Entrepreneurship Subjects is to provide
teaching materials in the form of learning modules as
companions and references in the learning process
and also as an effort to improve student learning
outcomes. b). Users of the Entrepreneurship Subject
learning module containing ethnopreneurship assisted
by Virtual Reality are class XI Vocational High
School (SMK) students. c). The product component
does learning modules for Creative Products and
Entrepreneurship Subjects with Virtual Reality-
assisted ethnopreneurship for class XI Vocational
High School (SMK) students. So that there will be 2
(two) products, namely learning modules and Virtual
Reality Applications. If the preparatory steps are
completed, the next step is to carry out the
development stage of learning modules and Virtual
Reality applications. Furthermore, expert validation
and field tests were conducted on students to
determine whether the product and its completeness
were valid or invalid.
4 Results and Discussion
Entrepreneurial intentions can be built through
education and fostered through the learning process,
[6], [7], because the better the learning about
entrepreneurship education received by students, the
better the entrepreneurial intentions for students, [8],
[9]. If education can provide adequate knowledge and
inspiration, the intention to become an entrepreneur
as a career choice will increase. Educational
institutions must encourage the development of
creative entrepreneurial ideas, provide the necessary
knowledge about entrepreneurship and provide
entrepreneurial skills.
Based on preliminary research by providing
questionnaires to vocational entrepreneurship teachers
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regarding learning problems that occur in vocational
schools, it was obtained data that applied learning
took place by utilizing various kinds of learning
media such as using PowerPoint media, videos, and
the use of the surrounding environment. In addition,
learning uses learning models and methods such as
discussion, picture and picture, problem-based
learning, and project-based learning. In the use of
entrepreneurship learning modules, teachers still use
existing modules such as from textbooks. No
entrepreneurship learning module has been found that
contains examples of entrepreneurship from local
Lampung or Lampung culture. In addition, virtual
reality applications have never been used as a medium
for entrepreneurship learning in vocational schools.
Entrepreneurship learning in Vocational High
Schools is still glued to existing textbooks, even
though teachers are given the authority to develop
teaching materials adapted to environmental
conditions and situations. Teaching materials must be
related to the environment and conditions around
students in daily life practices, [34], [35], [36] such as
business ideas, creative products., entrepreneurial
character, and success stories from the local Lampung
area. Things like that are called ethnopreneurship, a
person's ability to create something new in solving
problems to provide benefits and added value and
create ethnography-based jobs (local wisdom and
ethnicity), [27].
Learning activities with entrepreneurship
integration, in addition to making students master the
targeted competencies (materials), are also designed
and carried out to make students recognize, realize,
and internalize entrepreneurial values and make their
actual behaviors. Learning materials related to norms
or values in each subject need to be developed, made
explicitly, and linked to the context of everyday life.
Thus, entrepreneurial-minded learning is not only
found at the cognitive level but also touches on
internalization and authentic experiences in students'
daily lives. Through this effort, it is expected to be
able to foster entrepreneurial interest in students. This
entrepreneurial interest encourages the creation of
entrepreneurs who can create jobs for themselves and
others.
One way to overcome problems that teachers in
SMK can is to develop a module that contains
ethnopreneurship using virtual reality. Through
modules containing ethnopreneurship using virtual
reality and its implementation in learning, teachers
build students' positive perceptions about
entrepreneurship, generate entrepreneurial intentions
and provide entrepreneurial skills by ensuring
products stimulate students to pursue
entrepreneurship and live independently.
In the context of the society in Lampung
Province, inculcating entrepreneurial values through
ethnopreneurship learning becomes very important,
considering that Lampung Province consists of
various ethnic groups and has multiple local and
cultural characteristics. However, this needs to be
adequately explored, which results in limited ideas in
bringing up local culture and wisdom as an alternative
for entrepreneurship development using virtual reality
from an early age by vocational students in Lampung
Province. The following is an application that can be
used as a learning module for vocational school
teachers in learning entrepreneurship can use. The
concept of Ethnopreneurship is presented in Figure 3.
Fig. 3: Ethnopreneurship-laden Virtual Reality
Applications
The Entrepreneurship Module developed and
used as a reference for research is the following
materials presented in Table 1:
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Table 1. Basic Competencies and Indicators
Basic Competency
Indicators
Understanding entrepreneurial
attitudes and behavior
Understanding
entrepreneurs and
entrepreneurship
Identify entrepreneurial
attitudes and behaviors
Understanding the
characteristics of
entrepreneurs
Identify entrepreneurial
successes and failures
Identify entrepreneurial
behavior
Presenting entrepreneurial
attitudes and behavior
Presenting entrepreneurial
attitudes and behavior
Analyze business opportunities
for goods/services
Explain business
opportunities and risks
Determine business
opportunities for
goods/services
Explain the factors of
business success and
failure
Presenting entrepreneurial
attitudes and behavior
Developing business
ideas and opportunities
Analyze business
opportunities
After the material is determined, the next stage is
designing the module, and testing is done by expert
validation consisting of media experts, material
experts, linguists, and expert practitioners. The next
step is to test the validity of the attitude instrument,
entrepreneurial intention, and startup capacity.
4.1 Media Expert Validation
Media experts validated the functions and benefits of
the media, media appearance, and media
effectiveness. 2 (two) expert validators carried out the
media expert validation. The assessment was carried
out using a questionnaire in the form of a
questionnaire. Media experts study the content of the
media and its suitability with the media for
entrepreneurship learning modules containing
Etnopreneurship assisted by Virtual Reality
Vocational High Schools (vocational high schools).
The results of the assessment by media experts can be
seen in Table 2.
Table 2. The results of the media expert's assessment
No
Validat
or
Score
Average
Feasibility
Score
1
2
1
Media reveals the
character of objects
with everyday life
4
4
4
Good
2
The arrangement of
paragraphs in the media
is correct
4
4
4
Good
3
The suitability of the
media to the needs of
students
4
4
4
Good
4
The media describes the
contents/teaching
materials through
illustrations of everyday
life
3
4
3,5
Pretty good
5
Appropriateness of the
size of the font/writing
4
4
4
Good
6
Attractive media cover
display
4
3
3,5
Pretty good
7
The attractiveness of the
placement of pictures
and illustrations
3
4
3,5
Pretty good
8
The media title color
contrasts with the
background color
4
4
4
Good
9
Don't use too many
fonts
5
5
5
Very good
10
The use of variations of
letters (bold, italic, all
capital, small capital) is
not excessive.
4
4
4
Good
11
Spacing between text
arrangements is normal,
and spacing between
letters is normal.
4
5
4,5
Good
12
Shape, color, size, and
proportion of
objects/images
according to reality
4
4
4
Good
Overall Score
47
49
96
Good
Average
4,8
Percentage value (%)
96,0%
Very Valid
Based on the material expert recapitulation table for
entrepreneurship learning module media filled with
Etnopreneurship assisted by Virtual Reality Vocational
High Schools (vocational high schools), an average of 4.8 is
obtained with the criteria of "Good" and a percentage value
of 96% with a validation level of 96.0% which can be
declared "Very Valid."
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4.2 Material Expert Validation
Material expert validation was carried out by 2 (two)
validators. The validation covers several aspects
related to the material displayed in the
entrepreneurship learning module containing
Etnopreneurship assisted by Virtual Reality
Vocational Schools (Vocational High Schools),
namely as follows:
Table 3. Expert practitioner test results
No
Rated aspect
Skor
Kelayakan
1
KI & KD compatibility
4
Good
2
Material accuracy
4
Good
3
Supporting learning materials
5
Very good
4
Material updates
4
Good
5
Presentation technique
5
Very good
6
Material presentation support
4
Good
7
Presentation of Learning
4
Good
8
straightforward
5
Very good
9
Communicative
4
Good
10
Interactive
5
Very good
Overall Score
44
Good
Average
4.4
Percentage value (%)
88,0%
Very Valid
The expert practitioner test results are presented
in Table 3. Specifically, expert practitioners give a
score with an average of 4.4, which can be said to be
"Good" with a validation level of "Very Valid" so that
the entrepreneurship learning module containing
Etnopreneurship assisted by Virtual Reality can be
used.
4.3 Module Improvement Suggestions
After material, media, linguists, and practicing
experts have validated the product design, the
researcher revises the developed product design. As
for the recapitulation of suggestions from experts,
namely:
4.3.1 Media Expert Advice
In addition to providing an assessment of media
experts, they also provide advice related to the
entrepreneurship learning module containing
Ethnopreneurship assisted by Virtual Reality, namely
as follows in Table 4:
Table 4. Suggestions for improvement of media
experts
No
Improvement suggestions
Repair Results
1.
The appearance of the cover
is improved to avoid
plagiarism
Already repaired
2.
Writing letters and font sizes
to be equated
Already repaired
3.
Color selection, please be
adjusted
Already repaired
4.
Please pay attention to
spacing
Already repaired
5.
Several images have not been
written as a description of the
image
Already repaired
4.3.2 Material Expert Advice
In addition to conducting assessments, material
experts also provide suggestions and comments.
These suggestions are used as the basis for improving
the entrepreneurship learning module containing
Ethnopreneurship assisted by Virtual Reality, while
the suggestions given by material experts are as
follows in Table 5:
Table 5. Material expert suggestions for improvement
No
Improvement suggestions
Repair Results
1.
Pay attention to material
selection
Already repaired
2.
Pay attention in giving
assignments
Already repaired
3.
At the beginning of the
chapter should be given an
outline of the content
Already repaired
4.3.3 Linguist
The suggestions given by linguists related to the
entrepreneurship learning module containing
Ethnopreneurship assisted by Virtual Reality, while
the suggestions given by linguists are as follows in
Table 6:
Table 6. Suggestions for improvement of linguists
No
Improvement suggestions
Repair Results
1.
Please correct the writing using
standard words
Already repaired
2.
Adapt to the development of
students
Already repaired
3.
Pay attention to fragments of
words that are not standard
Already repaired
4.
Pay attention to the lack of
lettering and spelling
Already repaired
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4.3.4 Expert Practitioner
In addition to conducting assessments, expert
practitioners also provide suggestions and comments.
These suggestions are used as the basis for improving
the entrepreneurship learning module containing
Ethnopreneurship assisted by Virtual Reality, while
the suggestions given by expert practitioners are as
follows in Table 7:
Table 7. Suggestions for improvement of material
experts
No
Improvement suggestions
Repair Results
1.
There aren't any
There aren't any
4.3.5 Expert Validation Test Recapitulation
Based on the results of the validation test of media
experts, material experts, linguists, and practitioners,
the average percentage can be summarized in Table 8.
Table 8. Recapitulation of the validation test results
of media experts, material experts, linguists, and
expert practitioners
No
Expert
Validation
Average
Criteria
%
Validation
Level
1.
Media
Expert
Validation
4,8
Good
96,0%
Very Valid
2.
Material
Expert
Validation
4,4
Good
87,0%
Very Valid
3.
Linguist
Validation
4,4
Good
87,0%
Very Valid
4.
Practical
Expert
Validation
4,4
Good
88,0%
Very Valid
Overall
Average
4,5
Good
89,5%
Sangat
Valid
Based on the results of Table 8, it can state that
the entrepreneurship learning module product
containing Ethnopreneurship assisted by Virtual
Reality can be said to be "Good," with an average
result of 4.5 with a validation level of 89.5%, which is
declared "Very Valid."
4.4 Improved Learning Outcomes
This Virtual Reality-based learning module is said to
be effective because it can increase learning outcomes
by an average of 50%. This follows the opinion
expressed by [37], that the learning module is a
device that contains learning materials designed to
help students master competencies. In addition,
another opinion was also expressed, [38], that a
learning module is an object or object. Tools or
devices teachers in the learning process can use to
help teachers clarify the material being taught and
make it easier for students to understand the learning
material. The module developed is said to be effective
and feasible, so this module can be able to facilitate
students in the learning process in class.
The effectiveness of the Virtual Reality-based
module in improving the learning outcomes of Class
XI students at SMK N 8 Bandar Lampung After the
research, there was an increase in the score of each
student on the post-test compared to the results of the
pre-test scores. The increase in the value of each
student can be seen in Table 9:
Table 9. Increase in Student Learning Outcomes
No
Student's name
(Initials)
Pre-Test
Post-Test
1
ALNA
50
70
2
RAMP
60
70
3
NGAKS
60
70
4
KSJA
50
70
5
CYAP
70
90
6
RRA
50
70
7
FPRA
60
70
8
BAA
50
70
9
AYA
60
90
10
RARM
80
90
11
EABM
70
90
12
AGSA
60
70
13
JAS
60
80
14
RAWP
50
80
15
CEAE
60
80
16
JRAK
70
90
17
SDAW
60
90
18
ZDA
50
70
In general, the development of Virtual Reality-
based modules has a positive impact on increasing
student scores. If viewed carefully, most students, and
even all students, experienced a significant increase in
grades, and an average of 50% got the same score as
the minimum completeness criteria. This shows that
this learning module has a good impact on the
development of student learning outcomes in class XI
at SMK N 8 Bandar Lampung. In addition, research,
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[39], also shows that the developed virtual reality-
based learning media has proven effective in
improving student learning outcomes. So it can be
concluded that the Virtual Reality-based learning
module effectively improves student learning
outcomes.
5 Conclusion
Based on the results of research that has been carried
out regarding the effectiveness of the results of
developing entrepreneurship learning modules
containing Virtual Reality assisted Ethnopreneurship,
as well as testing and analyzing the effect of
entrepreneurship learning modules containing
Ethnopreneurship assisted Virtual Reality on
entrepreneurial intentions related to entrepreneurship
learning modules containing Ethnopreneurship
assisted Virtual Reality in vocational high schools
there some validation results obtained. First, the
results of the recapitulation of material experts
received an average of 4.8 with the criteria of "Good"
and a percentage value of 96% with a validation level
of 96.0%, which can be declared "Very Valid."
Second, the results of material experts assessed based
on the aspect of conformity with students' level of
development. The readability aspect had an average
score of 4.5, "Good," so the entrepreneurial learning
module containing Ethnopreneurship assisted by
Virtual Reality could be "Very Valid" with a
percentage value of 88 0%. Third, the results of
linguists have an average score of 43.5 in the "Good"
category, so the entrepreneurship learning module
containing Ethnopreneurship assisted by Virtual
Reality can be said to be "Very Valid," with a score
of 87.0%. Fourth, the expert practitioner scored an
average of 4.4, which is "Good," with a validation
level of "Very Valid." Based on the four validation
test results, it can be stated that the entrepreneurship
learning module product containing Ethnopreneurship
assisted by Virtual Reality can be said to be "Good,"
with an average result of 4.5 with a validation level of
89.5%, which is declared "Very Valid" so that the
entrepreneurship learning module contains
Ethnopreneurship. Assisted Virtual Reality can be
used. This learning module can also effectively
improve learning outcomes in vocational high school
students with 82% achievement.
Suggestions are given to educators, and they should
be more creative and innovative in using technology
as a learning medium. This is so as not to make
students feel bored and tend to make students more
interested in learning in class, especially
entrepreneurship subjects. By doing this
entrepreneurship learning module, it is expected to
make teaching and learning activities more fun.
Suggestions for future researchers to be able to
conduct research similar to this study but with
different subjects and locations because this research
is still limited to learning in vocational high schools.
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[1] Hambali, "Examining the relevance of
Indonesian vocational high school career
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1, pp. 133-155, 2019.
[2] M. Stanley, How to be a Civil Servant.
Biteback Publishing, 2016.
[3] W. Vandenabeele, R. Depré, A. Hondenghem,
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Contribution of Individual Authors to the
Creation of a Scientific Article (Ghostwriting
Policy)
The authors equally contributed to the present
research, at all stages from the formulation of the
problem to the final findings and solution.
Sources of Funding
No funding was received for conducting this study.
Conflicts of Interest
The authors have no conflicts of interest to any
parties.
Creative Commons Attribution License 4.0
(Attribution 4.0 International, CC BY 4.0)
This article is published under the terms of the
Creative Commons Attribution License 4.0
https://creativecommons.org/licenses/by/4.0/deed.en_
US
WSEAS TRANSACTIONS on ENVIRONMENT and DEVELOPMENT
DOI: 10.37394/232015.2023.19.63
Albet Maydiantoro, Een Yayah Haenilah,
Hasan Hariri, Rangga Firdaus, Sunyono, Sudjarwo
E-ISSN: 2224-3496
654
Volume 19, 2023