Development of Android-Based Millealab Virtual Reality Media in Natural Science Learning

Zulherman Zulherman*, Gufron Amirulloh, Ariyadi Purnomo, Galih Baskoro Aji, Supriansyah Supriansyah

Abstract


Basically, media is something that cannot be separated from the learning component. The use of unattractive and varied media can make students bored and bored when the learning process takes place. This research was conducted with the aim of developing or producing a learning media product based on the use of virtual reality technology. The method used in this research is the research and development (R&D) method. This media development focuses on learning Natural Sciences for grade V Elementary Schools. The initial stage of this research is by validating media experts and material experts. Then test the feasibility of media products to the teacher before testing the product to students. The results of the validation by media experts and material experts obtained criteria strongly agree with the results of validation by media experts by 85% and material experts by 92%. Then the media feasibility test conducted by the teacher obtained 89% results with the criteria strongly agree. The feasibility of media products for use by students was carried out through product trials at SDS Muhammadiyah 9 Jakarta with a total of 21 students. The results obtained show a percentage of 86% with very agree criteria.


Keywords


Learning Media, Virtual Reality, Research and Development

Full Text:

PDF

References


Arkün, S., & Akkoyunlu, B. (2008). A Study on the development process of a multimedia learning environment according to the ADDIE model and students’ opinions of the multimedia learning environment. Interactive Educational Multimedia, 17, 1–19.

Bibic, L., Druskis, J., Walpole, S., Angulo, J., & Stokes, L. (2019). Bug off Pain: An Educational Virtual Reality Game on Spider Venoms and Chronic Pain for Public Engagement [Product-review]. Journal of Chemical Education, 96, 1486–1490. https://doi.org/10.1021/acs.jchemed.8b00905

Bondarenko, O. V, Pakhomova, O. V, & Lewoniewski, W. (2020). The didactic potential of virtual information educational environment as a tool of geography students training. 2547, 13–23. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85079570901&partnerID=40&md5=f7e635cd904ddf5a30edb5a52248e52f

Darabkh, K. A., Alturk, F. H., & Sweidan, S. Z. (2018). VRCDEA-TCS: 3D virtual reality cooperative drawing educational application with textual chatting system. Computer Applications in Engineering Education, 26(5), 1677–1698. https://doi.org/10.1002/cae.22017

Esteves, A. M. D. S., Santana, A. L. M. I., & Lyra, R. (2019). Use of augmented reality for computational thinking stimulation through virtual. Proceedings - 2019 21st Symposium on Virtual and Augmented Reality, SVR 2019, 102–106. https://doi.org/10.1109/SVR.2019.00031

Fauza, L., & Farida, I. (2020). Pengembangan media komik siklus air untuk meningkatkan hasil belajar siswa kelas v di sekolah dasar. Jpgsd, 08, 89–99.

Herlandy, P. B., Al Amien, J., Pahmi, P., & Satria, A. (2019). A Virtual Laboratory Application for Vocational Productive Learning Using Augmented Reality. Jurnal Pendidikan Teknologi Dan Kejuruan, 25(2), 194–203.

Jasuli, & Fitriani, E. (2018). Pengembangan Media Pembelajaran Public Speaking Berbasis Teknologi Virtual Reality (VR) pada Mahasiswa IKIP Budi Utomo Malang. Jurnal Didaktika, 25(1), 46–65.

Karageorgakis, T., & Nisiforou, E. F. I. A. (2018). Virtual reality in the EFL classroom: Educational affordances and students’ perceptions in Cyprus. Cyprus Review, 30(1), 381–396. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85064954086&partnerID=40&md5=756309dc3b766b426647373787979d1c

Mandal, S. (2013). Brief Introduction of Virtual Reality & its Challenges. International Journal of Scientific & Engineering Research, 4(4), 304–309.

Monita, F. A., & Ikhsan, J. (2020). Development Virtual Reality IPA (VR-IPA) learning media for science learning. Journal of Physics: Conference Series, 1440(1), 12103.

Muruganantham, G. (2015). Developing of E-content package by using ADDIE model. International Journal of Applied Research, 1(3), 52–54.

Nadiyah, R. S., & Faaizah, S. (2015). The development of online project based collaborative learning using ADDIE model. Procedia-Social and Behavioral Sciences, 195, 1803–1812.

Okediran, O. O., Arulogun, O. T., Ganiyu, R. A., & Oyeleye, C. A. (2014). Mobile operating systems and application development platforms: A survey. International Journal of Advanced Networking and Applications, 6(1), 2195.

Pradnyana, I. M. A., Arthana, I. K. R., & Sastrawan, I. G. B. H. (2017). Pengembangan Virtual Reality Pengenalan Binatang Buas Untuk Anak Usia Dini. Lontar Komputer : Jurnal Ilmiah Teknologi Informasi, 6, 188. https://doi.org/10.24843/lkjiti.2017.v08.i03.p05

Prayudha, I. P. A., Wiranatha, A. A. K. A. C., & Raharja, I. M. S. (2017). Aplikasi Virtual Reality Media Pembelajaran Sistem Tata Surya. Merpati, 5(2), 72–80.

Purwati, Y., Sagita, S., Utomo, F. S., & Baihaqi, W. M. (2020). Pengembangan Media Pembelajaran Tata Surya berbasis Virtual Reality untuk Siswa Kelas 6 Sekolah Dasar dengan Evaluasi Kepuasan Pengguna terhadap Elemen Multimedia. Jurnal Teknologi Informasi Dan Ilmu Komputer, 7(2), 259. https://doi.org/10.25126/jtiik.2020701894.

Rusnandi, E., Sujadi, H., & Fauzyah, E. F. N. (2015). Implementasi Augmented Reality pada Pengembangan Media Pembelajaran Bangun Ruang 3D untuk Siswa Sekolah Dasar. Infotech Jurnal.

Sarosa, M., Chalim, A., Suhari, S., Sari, Z., & Hakim, H. B. (2019). Developing augmented reality based application for character education using unity with Vuforia SDK. Journal of Physics: Conference Series, 1375(1). https://doi.org/10.1088/1742-6596/1375/1/012035

Sulistyowati, S., & Rachman, A. (2017). Pemanfaatan Teknologi 3D Virtual Reality Pada Pembelajaran Matematika Tingkat Sekolah Dasar. Network Engineering Research Operation, 3(1).

Supriadi, M., & Hignasari, L. V. (2019a). Jurnal Teknologi Pendidikan. Jurnal Teknologi Pendidikan (JTP), 21(3), 241–255. https://doi.org/10.24114/jtp.v8i2.3329

Supriadi, M., & Hignasari, L. V. (2019b). Pengembangan Media Pembelajaran Berbasis Virtual Reality Untuk Meningkatkan Hasil Belajar Peserta Didik Sekolah Dasar. KOMIK (Konferensi Nasional Teknologi Informasi Dan Komputer), 3(1), 578–581. https://doi.org/10.30865/komik.v3i1.1662

Terracina, A., & Mecella, M. (2015). Building an emotional IPA through empirical design with high- school students. Proceedings of the European Conference on Games-Based Learning, 2015-Janua, 506–515.

Tomchinskaya, T. N., Dudakov, N. Y., & Filinskikh, A. D. (2018). A mobile application based on augmented and virtual reality for dynamic training and testing of the road-rule skills. MCCSIS 2018-Multi Conference on Computer Science and Information Systems; Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2018, Game and Entertainment Technologies 2018 and Computer Graphics, Visualization, Comput, 403–407.

Wahyuni, E. S., & Yokhebed, Y. (2019). Deskripsi Media Pembelajaran Yang Digunakan Guru Biologi Sma Negeri Di Kota Pontianak. Jurnal Pendidikan Informatika Dan Sains, 8(1), 32. https://doi.org/10.31571/saintek.v8i1.1105

Wulandari, Y., Ruhiat, Y., & Nulhakim, L. (2020). Pengembangan Media Video Berbasis Powtoon Pada Mata Pelajaran IPA di Kelas V. Jurnal Pendidikan Sains Indonesia, 8, 269–279. https://doi.org/10.24815/jpsi.v8i2.16835




DOI: https://doi.org/10.24815/jpsi.v9i1.18218

Article Metrics

Abstract view : 0 times
PDF - 0 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2020 zulherman zulherman



Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education)

ISSN 2338-4379  (print) | 2615-840X (online)
Organized by Universitas Syiah Kuala 
Published by Master of Science Education Study Program Graduate School Universitas Syiah Kuala, Banda Aceh, Indonesia
Website : http://jurnal.usk.ac.id/jpsi
Email     : jpsi@usk.ac.id

  

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.