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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Online Access: | https://digilib.itb.ac.id/gdl/view/46867 |
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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 |
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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. |
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Novar Rizqi, Ikra |
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Novar Rizqi, Ikra TOUR GUIDE VIRTUAL TRAINING WITH SERIOUS GAMING INTERACTIVE QUESTIONS |
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Novar Rizqi, Ikra |
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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 |
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