scholarly journals Aplikasi Pengenalan Budaya Jawa Tengah menggunakan Virtual Reality Berbasis Android

Author(s):  
Rudolf Dekha Silaen ◽  
Apri Junaidi ◽  
Ely Purnawati

At this time, it is very difficult to introduce culture to students in school, and this is also involved to children do not recognizing their own culture. Many schools have so limited funds to go to museums or cultural performances, especially school which are far from the capital city. Therefore, it is necessary to make an android-based application using Virtual Reality. This writing describes about a method of designing and making Central Javanese cultural learning-application for elementary and secondary school students by utilizing technological developments, one of the fields is education. In the field of education, Virtual Reality can be used as a learning media which is able to make it more attractive. This Virtual Reality technology can be applied in regional cultural learning systems, one of this is the introduction of Central Javanese culture. The use of Virtual Reality technology is expected to be able to display objects in the form of musical instruments, traditional clothes, traditional houses, paintings and traditional weapons in virtual 3D using images which can used to be markers. This making of cultural learning application using Unity, Blender, and SketchUp. The development of this application uses the waterfall model where this method pays close attention to the design of the analysis, design, implementation and testing. With this research, it is hoped that it can help students in Central Java to get to know their culture. This application is specified for students specifically for elementary and secondary schools based on Android. This application is expected to be used as an interactive alternative media besides books, so it’s able to make students more interest on learning Central Javanese culture. This application will be made by using Unity and other assistive software and finally it will be refined with VR Box hardware to make it more real. Keywords: Virtual Reality, Unity, Budaya, Blender, SketchUp, Waterfall.

2021 ◽  
Vol 13 (6) ◽  
pp. 3240
Author(s):  
Hyun Suk Lee ◽  
Junga Lee

We analyzed the effects of an elementary school soccer class using virtual reality technology on students’ attitudes toward physical education class and the influence on class flow. The data from 113 elementary school students from Seoul and Gyeonggi-do were analyzed. Students were divided into groups that received either virtual reality or traditional classes (e.g., playing on a playground). Data were analyzed with three-way analyses of variance. Results revealed that students who participated in the virtual reality classes had more confidence, concentration, and experienced more flow (specifically, attention to PE class, integration of ability, challenge, and sense of control) than students who participated in the traditional class. This suggests that virtual reality technology positively affected students’ attitudes and flow. In subsequent research, it is necessary to develop and disseminate a variety of virtual reality sports programs and to conduct studies with students from various grade levels.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


2019 ◽  
Vol 9 (3) ◽  
pp. 1-7
Author(s):  
Yulia Fatma ◽  
Regiolina Hayami ◽  
Arif Budiman ◽  
Yoze Rizki

Abstract Riau has many new tourist attractions that are no less attractive to tourist attractions that are already well-known in other regions of Indonesia, but are not widely known by domestic and foreign tourists. So far, the promotion of tourist attractions is only based on writing and photos of one side that is less interactive. Increasing the promotion of tourism locations is needed to increase the interest of tourists to visit the place. One effort that can be done in the development of media promotion of tourist attractions is to use current technological developments, such as a Virtual Tour application. Virtual Reality (VR) application which is designed to be used as a medium of information and tourism promotion in Riau province. The impression of a virtual reality tour using 360°degree photos makes users feel as if they are in the environment. The research method used is the ADDIE development model which consists of five stages which include analysis, design, development, implementation and evaluation. The sample data was used as many as 18 tourism sites taken from 3 districts namely Pekanbaru City, Kampar and Rokan Hulu. Based on the results of the study obtained all the functions of the application run well and are expected to help tourists and the public provide information about the location of tourist attractions and can increase the potential of tourism in the province of Riau, especially Pekanbaru City. Keywords: virtual reality tour, promotion, tourism, riau, android Abstrak Riau memiliki banyak tempat – tempat wisata baru yang tidak kalah menariknya dengan tempat wisata yang sudah terkenal di daerah lainnya di Indonesia, tetapi belum banyak diketahui oleh wisatawan domestik maupun mancanegara. Selama ini promosi tempat wisata hanya berdasarkan tulisan dan foto satu sisi yang kurang interaktif. Meningkatkan promosi lokasi pariwisata diperlukan untuk meningkatkan minat wisatawan untuk berkunjung ke tempat tersebut. Salah satu upaya yang dapat dilakukan dalam pengembangan media promosi tempat wisata adalah dengan menggunakan perkembangan teknologi saat ini, seperti sebuah aplikasi Virtual Tour. Aplikasi Virtual Reality (VR) yang dirancang digunakan sebagai media informasi dan promosi pariwisata provinsi Riau. Kesan virtual tour reality menggunakan foto 360° derajat membuat pengguna dapat merasa seolah-olah berada di dalam lingkungan tersebut. Metode penelitian yang digunakan adalah Model pengembangan  ADDIE yang terdiri dari lima tahapan yang meliputi analisis, desain, pengembangan, implementasi dan evaluasi. Data sampel digunakan sebanyak 18 tempat pariwisata yang diambil dari 3 kabupaten yaitu Kota Pekanbaru, Kampar dan Rokan Hulu. Berdasarkan hasil penelitian didapat semua fungsi aplikasi berjalan dengan baik dan diharapkan dapat membantu wisatawan serta masyarakat memberikan informasi tentang lokasi tempat wisata dan dapat meningkatkan potensi pariwisata di propinsi Riau khususnya Kota Pekanbaru. Kata kunci: virtual tour reality, promosi, pariwisata, riau, android.


2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Xi Xu ◽  
Zhenhua He

The advent of the digital age has had a profound impact on people’s lives, and therefore began to add virtual reality content to the art classes of school students, aiming to continuously adapt to the needs of the times for art classes and aesthetics. In order to explore the status quo of the virtual reality technology based on the modern boom in the students’ appreciation of painting ability, In this paper, literature analysis, collect data from the old model model reconstruction method and questionnaire, analyze the effect of virtual reality technology for students to appreciate the impact of, simplifies the algorithm. And create appreciation for the culture of virtual experiment platform. In studying the impact of virtual reality technology on appreciating ability, 25% of boys are selected and 75% of girls are selected. 85% of the people who own personal computers conducted experiments, and the results showed that 60% of students log in for 1.5-4 hours, 19% of students log in for 4-9 hours, and 15% of students log in for 9-14 hours. The number of students who log in for more than 14 hours only accounts for 6%. Frequent participation in the appreciation ability through the network model is significantly different from the general painting course appreciation ability, and the performance is extremely significant. In addition, the students’ overall affirmation level of information ability is 4.0, which is significantly higher than the even value of the 5.0 scale, which shows that the improvement of college students’ painting appreciation ability through the network virtual platform is huge. It is basically realized that starting from the acquisition and processing of virtual platform information, a virtual platform model that has a substantial improvement in students’ appreciative ability is designed.


2021 ◽  
Vol 8 (1) ◽  
pp. 59
Author(s):  
Syahrir Syahrir

The existence of a laboratory in an engineering department is very important. The reality is that not all students can use existing laboratories in the engineering department due to limited laboratory space, tools and time constraints. The very rapid development of technology cannot be avoided. Active smartphone users in Indonesia reach over 100 million users. This proves that today's technological developments are very influential in everyday life. There are various kinds of technological developments that have occurred to date. One of these very rapid developments has led to digital technology which is increasingly favored by the community such as VR ( Virtual Reality ) technology which is able to provide the worldvirtual. Therefore, VR technology is used to solve student’s problems in accessing the laboratory. Where the VR technology takes a laboratory background. The utilization is in the form of virtual laboratory applications as digital educational media using VR technology which can later interact directly with practicum tools in the virtual laboratory application.


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