{"title":"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","authors":"Mutiara Magta, Esti Kurniawati Mahardika","doi":"10.33423/jhetp.v23i15.6433","DOIUrl":null,"url":null,"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.","PeriodicalId":16005,"journal":{"name":"Journal of Higher Education, Theory, and Practice","volume":"42 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Design and Development of Learning Media “Circle Time Management” Based on Virtual Reality Games in an Innovative Pedagogical Perspective\",\"authors\":\"Mutiara Magta, Esti Kurniawati Mahardika\",\"doi\":\"10.33423/jhetp.v23i15.6433\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":16005,\"journal\":{\"name\":\"Journal of Higher Education, Theory, and Practice\",\"volume\":\"42 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-10-05\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Higher Education, Theory, and Practice\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.33423/jhetp.v23i15.6433\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Higher Education, Theory, and Practice","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33423/jhetp.v23i15.6433","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Social Sciences","Score":null,"Total":0}
The Design and Development of Learning Media “Circle Time Management” Based on Virtual Reality Games in an Innovative Pedagogical Perspective
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.