The Design and Development of Learning Media “Circle Time Management” Based on Virtual Reality Games in an Innovative Pedagogical Perspective

Mutiara Magta, Esti Kurniawati Mahardika
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Abstract

The development of increasingly sophisticated technology should be utilized as a medium for educational innovation. One of the technologies currently being developed is virtual reality which provides a real experience to its users. This study describes the analysis, design, development, and validation of virtual reality technology-based learning materials for early childhood education students’ comprehension of classroom management content utilizing the Circle Time model. Three teachers and three experts, including media, early childhood, and circle time experts as product validators, participated in this research approach’s two-year analysis, design, and development phases. The ADDIE model was modified for use in this process. Afterward, quantitative and qualitative data analysis was done on the information gathered through surveys and conversations. Based on the findings of the expert assessment, it can be concluded that learning media for the “Circle time management” based on virtual game reality can be created by adding components of innovative pedagogy such as experiential learning, computational thinking, embodied learning, multiliteracies, and gamification.
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创新教学视角下基于虚拟现实游戏的学习媒体“循环时间管理”的设计与开发
应利用日益先进的技术发展作为教育创新的媒介。目前正在开发的技术之一是虚拟现实,它为用户提供了真实的体验。本研究利用循环时间模型,对基于虚拟现实技术的幼儿教育学生课堂管理内容理解学习材料进行分析、设计、开发和验证。三名教师和三名专家,包括媒体、幼儿、循环时间专家作为产品验证者,参与了该研究方法为期两年的分析、设计和开发阶段。在此过程中对ADDIE模型进行了修改。然后对通过调查和对话收集到的信息进行定量和定性的数据分析。根据专家评估的结果,可以得出结论,基于虚拟游戏现实的“循环时间管理”的学习媒体可以通过添加体验学习、计算思维、体现学习、多元素养和游戏化等创新教学法的组成部分来创建。
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