Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques

Suhendi, N. Murli
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Abstract

The aim of this research is to assess the effectiveness of implementing gamification models with virtual reality (VR) for plant cultivation techniques in constructing hydroponic circuits. The purpose of this study is to examine the significant differences in effectiveness between the control group and the intervention group when using gamification with virtual reality. The data used consists of test results from 50 respondents, divided into two groups: a control group of 25 students and an intervention group of 25 students. The trial was divided into two different groups. Group 1, the control group, received conventional treatment, which involved lecturers explaining the assembly of hydroponic circuits in class, followed by students practicing the assembly. Group 2, the intervention group, received self-learning treatment that involved the practice of assembling hydroponic circuits using a gamification model with VR. An independent t-test was conducted to determine whether there was a significant effect of applying plant cultivation techniques on assembling hydroponic circuits. The results of the t-test revealed a significant effect of applying the gamification model with VR compared to the conventional model. The application of the gamification model with VR to assemble hydroponic circuits has shown significant effectiveness, with an N-Gain value of 62.47%, whereas the conventional treatment has demonstrated lower effectiveness, with an N-Gain value of 28.24%.
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应用游戏化模型和虚拟现实技术学习植物栽培技术
本研究旨在评估在构建水培电路的植物栽培技术中利用虚拟现实(VR)实施游戏化模型的效果。本研究的目的是检验对照组和干预组在使用虚拟现实游戏化技术时在效果上的显著差异。使用的数据包括 50 名受访者的测试结果,分为两组:对照组和干预组,对照组有 25 名学生,干预组有 25 名学生。试验分为两个不同的小组。第一组,即对照组,接受常规治疗,由讲师在课堂上讲解水培电路的组装,然后由学生进行组装练习。第 2 组是干预组,接受自学治疗,即利用 VR 游戏化模式练习组装水培电路。为了确定应用植物栽培技术对组装水培电路是否有显著影响,我们进行了独立的 t 检验。t 检验结果显示,与传统模式相比,应用 VR 游戏化模式的效果显著。应用 VR 游戏化模式组装水培电路的效果显著,N-Gain 值为 62.47%,而传统方法的效果较低,N-Gain 值为 28.24%。
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