Virtual Reality Adventures as an Effort to Improve the Quality of Welding Technology Learning During a Pandemic

Febri Prasetya, Bayu Ramadhani Fajri, R. Wulansari, Primawati, Aprilla Fortuna
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引用次数: 5

Abstract

Indonesia is one of the countries affected by changes in the education system and learning activities. Learning media aims at attracting students' interest in improving their cognitive and understanding of learning. The selection of media should be based on the following criteria: effective, useful, flexible, affordably accessible, and most importantly in line with learning objectives. Therefore, Virtual Reality-based learning media is the right technology for building online learning conditions to appear more real and real-time. This study aims to develop a VR-based learning media for welding technology courses. This study employed a Research and Development (R&D)  method with a 4D development model consisting of define, design, develop, and disseminate. Stages are carried out in stages with analytical and experimental formulations. The results showed that the total average indicators of the VR learning media material validation witch was 0.87 (valid) and the design validation assessment was 0.88 (valid). It can be concluded that the validation results of the learning media developed are declared valid and have been well tested, and are effective to be applied to welding technology learning.
虚拟现实冒险作为一种努力,以提高焊接技术的学习质量在流行病期间
印度尼西亚是受教育制度和学习活动变化影响的国家之一。学习媒体旨在吸引学生的兴趣,提高他们对学习的认知和理解。媒介的选择应基于以下标准:有效、有用、灵活、可负担得起,最重要的是符合学习目标。因此,基于虚拟现实的学习媒体是构建在线学习条件的正确技术,使其更加真实和实时。本研究旨在开发一个基于vr的焊接技术课程学习媒体。本研究采用研发(R&D)方法,采用定义、设计、开发、传播的四维开发模型。阶段是用分析公式和实验公式分阶段进行的。结果表明,虚拟现实学习媒体材料验证的总平均指标为0.87(有效),设计验证评估的总平均指标为0.88(有效)。研究结果表明,所开发的学习介质的验证结果是有效的,并且经过了很好的测试,可以有效地应用于焊接技术的学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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