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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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 |
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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 |
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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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