IJSTR

International Journal of Scientific & Technology Research

Home About Us Scope Editorial Board Blog/Latest News Contact Us
0.2
2019CiteScore
 
10th percentile
Powered by  Scopus
Scopus coverage:
Nov 2018 to May 2020

CALL FOR PAPERS
AUTHORS
DOWNLOADS
CONTACT

IJSTR >> Volume 8 - Issue 10, October 2019 Edition



International Journal of Scientific & Technology Research  
International Journal of Scientific & Technology Research

Website: http://www.ijstr.org

ISSN 2277-8616



Educational Simulating Game “Plant the Tree” in Virtual Reality for Elementary Student

[Full Text]

 

AUTHOR(S)

Endah Sudarmilah, Fildza Nur Sabrina

 

KEYWORDS

Android, Education, Environment, Game Development, Technology, Unity 3D, VR.

 

ABSTRACT

The educational game is currently an alternative that aims to carry the concept of playing while learning for students. Advanced technology for education not potentially helps only for the deforestation problem but also for the education system such as using the educational game for teaching method. Many elementary school students still do not know about floras around them because most school does not focus on the flora topic in the environment. This research aims to build an educational game based on the Android VR using Unity 3D to introduce and build a sense of students caring on the environment. The benefit of VR is that the student will not feel bored with the offered concepts and make the absorption process of learning more effective. Using Game Development Life Cycle (GDLC) as the method consist of observation, data analysis, and questionnaire to find out the distance of the student’s insight of flora and will be used as the starting point of this game development. After the game was implemented in the Madrasah Ibtida’iyah Muhammadiyah (MIM) Gonilan involving a total of 32 students, the obtained results shown based on the System Usability Scale (SUS) calculation is 62. The results of this score indicate that the use of VR for education has not been fully effective due to various factors such as the hardware used or the mismatched software.

 

REFERENCES

[1] F. Tanzil, A. Aulia, M. Randy R.M, E. F. Sembiring, and M. Ridwan, “PENGEMBANGAN APLIKASI GAME MOBILE ‘BATIK YUK’ BERBASIS ANDROID,” Tek. dan Ilmu Komput., vol. 7, no. 28, Aug. 2018.
[2] A. Mulyanto, A. Apriyadi, and P. Prasetyawan, “RANCANG BANGUN GAME EDUKASI ‘MATCHING AKSARA LAMPUNG’ BERBASIS SMARTPHONE ANDROID,” CESS (Journal Comput. Eng. Sci. Syst., vol. 3, no. 1, pp. 36–44, Jan. 2018.
[3] D. Siegle, “Seeing Is Believing: Using Virtual and Augmented Reality to Enhance Student Learning,” Gift. Child Today, vol. 42, no. 1, pp. 46–52, 2019.
[4] M. Zhang, Z. Zhang, Y. Chang, E. S. Aziz, S. Esche, and C. Chassapis, “Recent developments in game-based virtual reality educational laboratories using the microsoft kinect,” Int. J. Emerg. Technol. Learn., vol. 13, no. 1, pp. 138–159, 2018.
[5] A. D. Lukito, “Virtual Reality Game Education to Learn Traffic Regulation,” Sisforma, vol. 4, no. 1, p. 7, 2017.
[6] R. W. Khoerniawan, K. Agustini, and I. M. Putrama, “Game Edukasi ‘Penjelajah’ Berbasis Virtual Reality,” Kumpul. Artik. Mhs. Pendidik. Tek. Inform., vol. Volume 7, no. 1, pp. 1–2, 2018.
[7] Y. E. Setiawan, “Pembuatan Game Simulasi Trading Saham pada Platform Android,” 2017.
[8] J. Martín-Gutiérrez, C. E. Mora, B. Añorbe-Díaz, and A. González-Marrero, “Virtual technologies trends in education,” Eurasia J. Math. Sci. Technol. Educ., vol. 13, no. 2, pp. 469–486, 2017.
[9] E. Sudarmilah, U. Fadlilah, H. Supriyono, F. Y. Al Irsyadi, Y. S. Nugroho, and A. Fatmawati, “A review: Is there any benefit in serious games?,” in AIP Conference Proceedings, 2018, vol. 1977, no. 1, p. 020059.
[10] E. Sudarmilah, H. Supriyono, U. Fadlilah, F. Yasin Al Irsyadi, and A. Fatmawati, “Prototyping AR EduGame for children: learning Indonesian culture,” MATEC Web Conf., vol. 197, p. 03012, Sep. 2018.
[11] E. Sudarmilah, R. Maharani, and P. Siregar, “The Usability of ‘ Keepin ’ Collect the Trash : Virtual Reality Educational Game in Android Smartphone for Children,” Int. J. Eng. Adv. Technol., no. 4, pp. 944–947, 2019.
[12] M. Vesisenaho et al., “Virtual Reality in Education: Focus on the Role of Emotions and Physiological Reactivity,” J. Virtual Worlds Res., vol. 12, no. 1, pp. 1–16, 2019.
[13] J. Smith, “The musical parameters of immersion and flow: involving the player, emotionally and physically, in a video-game,” 2016.
[14] L. Freina and M. Ott, “A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES - ProQuest,” 11th Int. Sci. Conf. eLearning Softw. Educ., pp. 133–141, 2015.
[15] A. W. Saputra, A. Susano, and P. Astuti, “Rancang Bangun Aplikasi Edukasi Hardware Komputer Berbasis Teknologi Augmented Reality dengan Menggunakan Android,” Fakt. Exacta, vol. 11, no. 4, p. 310, Dec. 2018.
[16] P. K. Arora and R. Bhatia, “Agent-Based Regression Test Case Generation using Class Diagram, Use cases and Activity Diagram,” Procedia Comput. Sci., vol. 125, pp. 747–753, Jan. 2018.
[17] A. Zulkarnais, P. Prasetyawan, and A. Sucipto, “Game Edukasi Pengenalan Cerita Rakyat Lampung Pada Platform Android,” J. Inform. J. Pengemb. IT, vol. 3, no. 1, pp. 96–102, Jan. 2018.
[18] R. Ramli, M. T. Batubara, and B. M. A. Saragih, “PERANCANGAN LAYOUT DAN GRAFIS APLIKASI GAME EDUKASI TEBAK GAMBAR BERBASIS ANDROID,” J. Teknol. dan Ilmu Komput. Prima, vol. 1, no. 1, pp. 16–21, Apr. 2018.