LEARNING MATERIAL ADAPTATION ON 3D SIMULATION GAME BASED E-LEARNING CASE STUDY: OFFICERS TRAINING OF STATISTICAL WORKING AREAS MAPPING AND UPDATING
Officer training is part of the initial process before data collecting is held. During the Covid-19 pandemic, BPS-Statistics Indonesia conducted online training. Online training raises several problems, namely participants lack of understanding of concepts, lack of motivation to learn and lack...
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id-itb.:552522021-06-16T15:50:15ZLEARNING MATERIAL ADAPTATION ON 3D SIMULATION GAME BASED E-LEARNING CASE STUDY: OFFICERS TRAINING OF STATISTICAL WORKING AREAS MAPPING AND UPDATING Rozi, Fahrur Indonesia Theses e-learning, 3D simulation game, adaptive, framework, fuzzy logic INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/55252 Officer training is part of the initial process before data collecting is held. During the Covid-19 pandemic, BPS-Statistics Indonesia conducted online training. Online training raises several problems, namely participants lack of understanding of concepts, lack of motivation to learn and lack of field practice. Previous research has found a solution, namely training using e-learning based on 3D simulation games. However, this research still provides the same learning strategies for all participants even though the training participants have different levels of knowledge. Therefore, this study proposes an e-learning method based on 3D simulation games by adding an adaptive element to the learning material. With this method, training participants are expected to experience more real practice as well as adaptation of learning materials in the field so as to increase motivation and understanding. This research used Design Research Method (DRM) methodology which produces a framework by combining a simulation game design framework in a multiuser 3D virtual learning environment and an adaptive gamification framework for adapting learning materials. The element as an adaptive criteria is the level of knowledge measured using fuzzy logic. The proposed framework was then implemented on 30 respondents and the learning outcomes were compared with conventional methods for 30 respondents. The results evaluation showed that the learning motivation of participants using the proposed e-learning method was higher than conventional online training. With a 95% confidence level, the proposed e-learning method was able to improve the understanding of participants, with an increase in the value of 25.01%. With a confidence level of 90%, the increase in participants understanding of the proposed e-learning method was higher than conventional online training methods, with an average difference of 9.11 points. text |
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Officer training is part of the initial process before data collecting is held. During
the Covid-19 pandemic, BPS-Statistics Indonesia conducted online training.
Online training raises several problems, namely participants lack of understanding
of concepts, lack of motivation to learn and lack of field practice. Previous research
has found a solution, namely training using e-learning based on 3D simulation
games. However, this research still provides the same learning strategies for all
participants even though the training participants have different levels of
knowledge. Therefore, this study proposes an e-learning method based on 3D
simulation games by adding an adaptive element to the learning material. With this
method, training participants are expected to experience more real practice as well
as adaptation of learning materials in the field so as to increase motivation and
understanding.
This research used Design Research Method (DRM) methodology which produces
a framework by combining a simulation game design framework in a multiuser 3D
virtual learning environment and an adaptive gamification framework
for adapting learning materials. The element as an adaptive criteria is the level of
knowledge measured using fuzzy logic. The proposed framework was then
implemented on 30 respondents and the learning outcomes were compared with
conventional methods for 30 respondents.
The results evaluation showed that the learning motivation of participants using
the proposed e-learning method was higher than conventional online training. With
a 95% confidence level, the proposed e-learning method was able to improve the
understanding of participants, with an increase in the value of 25.01%. With a
confidence level of 90%, the increase in participants understanding of the proposed
e-learning method was higher than conventional online training methods, with an
average difference of 9.11 points. |
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Rozi, Fahrur |
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Rozi, Fahrur LEARNING MATERIAL ADAPTATION ON 3D SIMULATION GAME BASED E-LEARNING CASE STUDY: OFFICERS TRAINING OF STATISTICAL WORKING AREAS MAPPING AND UPDATING |
author_facet |
Rozi, Fahrur |
author_sort |
Rozi, Fahrur |
title |
LEARNING MATERIAL ADAPTATION ON 3D SIMULATION GAME BASED E-LEARNING CASE STUDY: OFFICERS TRAINING OF STATISTICAL WORKING AREAS MAPPING AND UPDATING |
title_short |
LEARNING MATERIAL ADAPTATION ON 3D SIMULATION GAME BASED E-LEARNING CASE STUDY: OFFICERS TRAINING OF STATISTICAL WORKING AREAS MAPPING AND UPDATING |
title_full |
LEARNING MATERIAL ADAPTATION ON 3D SIMULATION GAME BASED E-LEARNING CASE STUDY: OFFICERS TRAINING OF STATISTICAL WORKING AREAS MAPPING AND UPDATING |
title_fullStr |
LEARNING MATERIAL ADAPTATION ON 3D SIMULATION GAME BASED E-LEARNING CASE STUDY: OFFICERS TRAINING OF STATISTICAL WORKING AREAS MAPPING AND UPDATING |
title_full_unstemmed |
LEARNING MATERIAL ADAPTATION ON 3D SIMULATION GAME BASED E-LEARNING CASE STUDY: OFFICERS TRAINING OF STATISTICAL WORKING AREAS MAPPING AND UPDATING |
title_sort |
learning material adaptation on 3d simulation game based e-learning case study: officers training of statistical working areas mapping and updating |
url |
https://digilib.itb.ac.id/gdl/view/55252 |
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