DESIGN OF IMMERSIVE VIRTUAL SCHOOL TO ENHANCE INTERACTION, KNOWLEDGE, AND SKILLS IN DIGITAL LEARNING SIMULATIONS

Immersive is a psychological experience characterized by deep involvement in activities. Immersive technology is a term used to describe various existing reality technologies such as augmented reality, virtual reality, mixed reality, and extended reality or metaverse. The objective of this study...

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Main Author: Watsiq Billah, Ahmad
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/76191
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:76191
spelling id-itb.:761912023-08-12T06:32:51ZDESIGN OF IMMERSIVE VIRTUAL SCHOOL TO ENHANCE INTERACTION, KNOWLEDGE, AND SKILLS IN DIGITAL LEARNING SIMULATIONS Watsiq Billah, Ahmad Indonesia Theses immersive, interaction, learning, practice, theory, virtual school. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/76191 Immersive is a psychological experience characterized by deep involvement in activities. Immersive technology is a term used to describe various existing reality technologies such as augmented reality, virtual reality, mixed reality, and extended reality or metaverse. The objective of this study is to develop an immersive virtual simulation within a digital learning framework that accurately represents both theoretical and practical learning experiences in the classroom or laboratory. The simulation is applied to theoretical and practical learning scenarios for 10th-grade students at a senior high school, focusing on the soldering teaching module. Obtained an average of 79.4% of respondents acceptance of the system including control, motivation for learning goals, pleasure, learning outcomes, perceived usefulness, user behavior, immersive psychology, and perceived convenience. The results of the study show that immersive virtual school-based learning can provide increased interaction, knowledge, and skills for students. After testing the system using two sample respondents, namely respondent A for students who were receiving instructional materials for the first time and respondent B who had previously received similar instructional materials, the improvement in results between the summative and formative assessments in theoretical learning outcomes was 100% for respondent A with sig. p-value 0.0005 and N-gain 63.3%, and 52% of respondent B with sig. the p-value is 0.0011 and the N-gain was 52.6%. Meanwhile, the improvement in results between the summative and formative assessments in practical learning is 47% of respondent A with sig. p-value 0.005 and N-gain 65.8%, and 33% of respondent B with sig. p-value 0.017 and N-gain 17.9%. 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 Immersive is a psychological experience characterized by deep involvement in activities. Immersive technology is a term used to describe various existing reality technologies such as augmented reality, virtual reality, mixed reality, and extended reality or metaverse. The objective of this study is to develop an immersive virtual simulation within a digital learning framework that accurately represents both theoretical and practical learning experiences in the classroom or laboratory. The simulation is applied to theoretical and practical learning scenarios for 10th-grade students at a senior high school, focusing on the soldering teaching module. Obtained an average of 79.4% of respondents acceptance of the system including control, motivation for learning goals, pleasure, learning outcomes, perceived usefulness, user behavior, immersive psychology, and perceived convenience. The results of the study show that immersive virtual school-based learning can provide increased interaction, knowledge, and skills for students. After testing the system using two sample respondents, namely respondent A for students who were receiving instructional materials for the first time and respondent B who had previously received similar instructional materials, the improvement in results between the summative and formative assessments in theoretical learning outcomes was 100% for respondent A with sig. p-value 0.0005 and N-gain 63.3%, and 52% of respondent B with sig. the p-value is 0.0011 and the N-gain was 52.6%. Meanwhile, the improvement in results between the summative and formative assessments in practical learning is 47% of respondent A with sig. p-value 0.005 and N-gain 65.8%, and 33% of respondent B with sig. p-value 0.017 and N-gain 17.9%.
format Theses
author Watsiq Billah, Ahmad
spellingShingle Watsiq Billah, Ahmad
DESIGN OF IMMERSIVE VIRTUAL SCHOOL TO ENHANCE INTERACTION, KNOWLEDGE, AND SKILLS IN DIGITAL LEARNING SIMULATIONS
author_facet Watsiq Billah, Ahmad
author_sort Watsiq Billah, Ahmad
title DESIGN OF IMMERSIVE VIRTUAL SCHOOL TO ENHANCE INTERACTION, KNOWLEDGE, AND SKILLS IN DIGITAL LEARNING SIMULATIONS
title_short DESIGN OF IMMERSIVE VIRTUAL SCHOOL TO ENHANCE INTERACTION, KNOWLEDGE, AND SKILLS IN DIGITAL LEARNING SIMULATIONS
title_full DESIGN OF IMMERSIVE VIRTUAL SCHOOL TO ENHANCE INTERACTION, KNOWLEDGE, AND SKILLS IN DIGITAL LEARNING SIMULATIONS
title_fullStr DESIGN OF IMMERSIVE VIRTUAL SCHOOL TO ENHANCE INTERACTION, KNOWLEDGE, AND SKILLS IN DIGITAL LEARNING SIMULATIONS
title_full_unstemmed DESIGN OF IMMERSIVE VIRTUAL SCHOOL TO ENHANCE INTERACTION, KNOWLEDGE, AND SKILLS IN DIGITAL LEARNING SIMULATIONS
title_sort design of immersive virtual school to enhance interaction, knowledge, and skills in digital learning simulations
url https://digilib.itb.ac.id/gdl/view/76191
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