Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse

K. Agustini, Made Putrama, Dessy Seri, I. Wahyuni, Nengah Eka, Mertayasa
{"title":"Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse","authors":"K. Agustini, Made Putrama, Dessy Seri, I. Wahyuni, Nengah Eka, Mertayasa","doi":"10.18178/ijiet.2023.13.2.1802","DOIUrl":null,"url":null,"abstract":"Technological development provides many benefits in learning process, such as the development of the learning method, media, strategy, and design. Based on the observation had been done at History department, UNDIKSHA showed that the students had problems in learning process especially in Indonesian Prehistory Course. The lecturer still focused on teacher-centered method and book only without using technological development. That is why, students’ interest, motivation, and understanding towards the learning process could be categorized as low. This research aimed to describe the implementation of gamification technique and virtual reality in developing an educational game to help students in recognizing the prehistoric objects, increasing the students’ motivation and activeness, and giving immersive experience learning toward the metaverse. This research used ADDIE Model method and was analyzed by using descriptive quantitative and qualitative. The subjects were 20 students of the History department at UNDIKSHA. The result showed that the average response of the 20 users was 91.81% which could be categorized as very positive. The effect score was 0.80 which could be categorized as very effective. It was counted by using N-Gain Score. So, gamification based on virtual reality could increase the students’ activeness, interest, motivation, and understanding toward the prehistoric objects.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Information and Education Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18178/ijiet.2023.13.2.1802","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 9

Abstract

Technological development provides many benefits in learning process, such as the development of the learning method, media, strategy, and design. Based on the observation had been done at History department, UNDIKSHA showed that the students had problems in learning process especially in Indonesian Prehistory Course. The lecturer still focused on teacher-centered method and book only without using technological development. That is why, students’ interest, motivation, and understanding towards the learning process could be categorized as low. This research aimed to describe the implementation of gamification technique and virtual reality in developing an educational game to help students in recognizing the prehistoric objects, increasing the students’ motivation and activeness, and giving immersive experience learning toward the metaverse. This research used ADDIE Model method and was analyzed by using descriptive quantitative and qualitative. The subjects were 20 students of the History department at UNDIKSHA. The result showed that the average response of the 20 users was 91.81% which could be categorized as very positive. The effect score was 0.80 which could be categorized as very effective. It was counted by using N-Gain Score. So, gamification based on virtual reality could increase the students’ activeness, interest, motivation, and understanding toward the prehistoric objects.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
游戏化技术与虚拟现实在史前学习中的应用
技术的发展为学习过程提供了许多好处,如学习方法、媒介、策略和设计的发展。根据对历史系的观察,联科社发现学生在学习过程中存在问题,特别是在印度尼西亚史前史课程上。讲师仍然专注于以教师为中心的方法和书本,没有使用技术发展。这就是为什么学生对学习过程的兴趣,动机和理解可以被归类为低。本研究旨在描述游戏化技术与虚拟实境在开发教育游戏中的应用,以帮助学生识别史前物品,增加学生的动机和积极性,并为学生提供沉浸式的体验学习。本研究采用ADDIE模型方法,采用描述性、定量和定性相结合的方法进行分析。受试对象是科索沃和平事务部历史系的20名学生。结果显示,20位用户的平均反应为91.81%,可以归类为非常积极。效果评分为0.80,为非常有效。采用n -增益评分法进行计数。因此,基于虚拟现实的游戏化可以提高学生对史前文物的积极性、兴趣、动机和理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
2.80
自引率
0.00%
发文量
120
期刊最新文献
HFIPO-DPNN: A Framework for Predicting the Dropout of Physically Impaired Student from Education “In-Math” as a Website-Based e-Learning Media in the Endemic Era Designing Gamified Learning Management Systems for Higher Education Mapping of Students’ Academic Performance in Online Learning Environment during Pandemic Using Multiple Correspondence Analysis Robotics for Young People in AZORESminiBOT
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1