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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Main Author: Bobby Romano Daba, Jackson
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/49642
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:49642
spelling id-itb.:496422020-09-17T20:35:56ZVIRTUAL REALITY BASED GAMIFICATION DESIGN USING PROBLEM BASED LEARNING METHOD (CASE STUDY: CAR ASSEMBLY LEARNING) Bobby Romano Daba, Jackson Indonesia Theses Design Research Methodology (DRM), Gamification, Virtual Reality, Problem Based Learning. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/49642 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. 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 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.
format Theses
author Bobby Romano Daba, Jackson
spellingShingle Bobby Romano Daba, Jackson
VIRTUAL REALITY BASED GAMIFICATION DESIGN USING PROBLEM BASED LEARNING METHOD (CASE STUDY: CAR ASSEMBLY LEARNING)
author_facet Bobby Romano Daba, Jackson
author_sort Bobby Romano Daba, Jackson
title VIRTUAL REALITY BASED GAMIFICATION DESIGN USING PROBLEM BASED LEARNING METHOD (CASE STUDY: CAR ASSEMBLY LEARNING)
title_short VIRTUAL REALITY BASED GAMIFICATION DESIGN USING PROBLEM BASED LEARNING METHOD (CASE STUDY: CAR ASSEMBLY LEARNING)
title_full VIRTUAL REALITY BASED GAMIFICATION DESIGN USING PROBLEM BASED LEARNING METHOD (CASE STUDY: CAR ASSEMBLY LEARNING)
title_fullStr VIRTUAL REALITY BASED GAMIFICATION DESIGN USING PROBLEM BASED LEARNING METHOD (CASE STUDY: CAR ASSEMBLY LEARNING)
title_full_unstemmed VIRTUAL REALITY BASED GAMIFICATION DESIGN USING PROBLEM BASED LEARNING METHOD (CASE STUDY: CAR ASSEMBLY LEARNING)
title_sort virtual reality based gamification design using problem based learning method (case study: car assembly learning)
url https://digilib.itb.ac.id/gdl/view/49642
_version_ 1822272093072392192