VIRTUAL REALITY BASED GAMIFICATION DESIGN USING PROBLEM BASED LEARNING METHOD (CASE STUDY: CAR ASSEMBLY LEARNING)
Teaching and learning activities carried out in SMK with the Mechanical Engineering expertise package are difficult to carry out car assembly training practices related to time, cost, and field situations that are difficult to condition so that learning is more dominant in the class even though v...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/49642 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Teaching and learning activities carried out in SMK with the Mechanical
Engineering expertise package are difficult to carry out car assembly training
practices related to time, cost, and field situations that are difficult to condition so
that learning is more dominant in the class even though vocational students are
required to have the expertise and skills so that they are ready to work. Virtual
Reality based gamification using the Problem Based Learning method can be an
alternative solution to this problem. This research was conducted to analyze the
effect of the application of Problem Based Learning on Virtual Reality-based
gamification on student learning. This study adopted the Design Research
Methodology (DRM) methodology which included four stages of research: 1)
Research Clarification; 2) Descriptive Study I; 3) Prescriptive Study; and 4)
Descriptive Study II. Respondents for this study were taken from vocational
students with the Mechanical Engineering expertise package. Data collection is
done by survey and game log.
Evaluation uses the first two levels of Kirkpatrick's evaluation model, namely
reaction evaluation and learning reaction. Reaction evaluation to measure whether
the proposed application can be accepted by users and has a positive effect on the
implementation of learning. Learning evaluation uses statistical tests, namely
normality test, homogeneity test, paired t-test, and t-Welch test. The results for the
paired t test showed that the proposed application increased user knowledge by
23.4% and the t-Welch test results showed that learning with gamification based
on Virtual Reality using the Problem Based Learning method was better than
conventional learning.
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