TOUR GUIDE VIRTUAL TRAINING WITH SERIOUS GAMING INTERACTIVE QUESTIONS

In teaching and learning activities, tour travel vocational high schools is difficult to practice in real life related to time, cost, and conditions so that learning is more dominant in classroom even though vocational students are required to master soft skills and hard skills. Serous Gaming Intera...

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Main Author: Novar Rizqi, Ikra
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/46867
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:46867
spelling id-itb.:468672020-03-12T15:32:07ZTOUR GUIDE VIRTUAL TRAINING WITH SERIOUS GAMING INTERACTIVE QUESTIONS Novar Rizqi, Ikra Indonesia Theses serious game, serious gaming interactive questions, virtual reality INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/46867 In teaching and learning activities, tour travel vocational high schools is difficult to practice in real life related to time, cost, and conditions so that learning is more dominant in classroom even though vocational students are required to master soft skills and hard skills. Serous Gaming Interactive Questions (SGIQ) with the help of virtual reality (VR) technology can answer that problem. This study will analyze the impact of SGIQ implementation on VR on student learning. Respondents for this research are taken from 48 students of tour travel vocational high school in Bandung who are devided into two classes, namely control class and experiment class. Research data collection is done by survey and game log. The results of the evaluation of learning shows that experimental class is better than learning in control class. This can be seen from the results of the N-Gain test. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description In teaching and learning activities, tour travel vocational high schools is difficult to practice in real life related to time, cost, and conditions so that learning is more dominant in classroom even though vocational students are required to master soft skills and hard skills. Serous Gaming Interactive Questions (SGIQ) with the help of virtual reality (VR) technology can answer that problem. This study will analyze the impact of SGIQ implementation on VR on student learning. Respondents for this research are taken from 48 students of tour travel vocational high school in Bandung who are devided into two classes, namely control class and experiment class. Research data collection is done by survey and game log. The results of the evaluation of learning shows that experimental class is better than learning in control class. This can be seen from the results of the N-Gain test.
format Theses
author Novar Rizqi, Ikra
spellingShingle Novar Rizqi, Ikra
TOUR GUIDE VIRTUAL TRAINING WITH SERIOUS GAMING INTERACTIVE QUESTIONS
author_facet Novar Rizqi, Ikra
author_sort Novar Rizqi, Ikra
title TOUR GUIDE VIRTUAL TRAINING WITH SERIOUS GAMING INTERACTIVE QUESTIONS
title_short TOUR GUIDE VIRTUAL TRAINING WITH SERIOUS GAMING INTERACTIVE QUESTIONS
title_full TOUR GUIDE VIRTUAL TRAINING WITH SERIOUS GAMING INTERACTIVE QUESTIONS
title_fullStr TOUR GUIDE VIRTUAL TRAINING WITH SERIOUS GAMING INTERACTIVE QUESTIONS
title_full_unstemmed TOUR GUIDE VIRTUAL TRAINING WITH SERIOUS GAMING INTERACTIVE QUESTIONS
title_sort tour guide virtual training with serious gaming interactive questions
url https://digilib.itb.ac.id/gdl/view/46867
_version_ 1821999720921300992