基于STEM方法的集成项目学习活动:用你在凸透镜上的光透镜概念设计虚拟现实,作为一种促进学生代谢的3D视频投影媒介

Okti Anis Safiati, D. Dafik, Z. Ridlo
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引用次数: 0

摘要

新冠肺炎疫情后,学生们习惯了在线学习,即使用电子设备学习。这是一个事实,更多的学生使用他们的电子设备玩网络游戏而不是教育网站。在玩网络游戏时,学生们觉得他们是在一个似乎真实的游戏中。对于玩家来说,购买VR盒来更逼真地玩3D游戏并不罕见。VR或虚拟现实是人与计算机之间交互的媒介,使用户感觉他们处于计算机环境中。这项研究的目的是用正确的和更便宜的材料来制作VR,即使用过的纸板和塑料瓶。本研究结果显示虚拟实境能提高学生的金属素养。在工业4.0时代,金属迭代能力是非常重要的。金属素养是一种超越其他素养的综合思维框架,其主要素养是技术素养和信息素养。这种金属素养能力还比较新,因此,本研究采用基于项目的学习模式,结合STEM (Science, Technology, Engineering, Mathematics,科学,技术,工程,数学)方法,通过在学习中呈现STEM问题解决,来提高学生的金属素养能力。在这项研究中提出的STEM问题是使用废旧纸板制作VR(虚拟现实)。Shiva基于凸面镜中的光折射概念制作了VR,然后在学习中开发了PjBL和STEM工具,通过计算几何形状的表面积来提高学生的金属素养。研究结果以学习活动的形式以表格的形式描述了学习活动的1-6个阶段。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Aktivitas Pembelajaran Berbasis Proyek Terintegrasi dalam Pendekatan STEM: Pemanfaatan Cardboard bekas dalam Mendesain VR (Virtual Reality) Berdasarkan Konsep Pembiasan Cahaya pada Lensa Cembung Sebagai Media Proyeksi Video 3D untuk Meningkatkan Metaliterasi Siswa
After the Covid-19 pandemic, students are used to online learning, namely learning using gadgets. It is a fact that more students use their gadgets to play online games than educational sites. In playing online games students feel they are in a game that seems real. It's not uncommon for gamers to buy a VR box to play 3D games more realistically. VR or Virtual Reality is a medium of interaction between humans and computers that makes users feel that they are in a computer environment. The aim of this research is to make VR with the right and cheaper materials, namely used cardboard and plastic bottles. The results of this study are Virtual Reality to improve students' metalliteracy abilities. Metalliteration ability is very important in the industrial era 4.0. Metalliteracy is a comprehensive framework of thinking that goes beyond other literacy with the main literacy being technology and information literacy. This metalliteracy ability is still relatively new, therefore, in this study a project-based learning model that is integrated with the STEM (Science, Technology, Engineering, Mathematics) approach is applied to improve students' metalliteracy abilities by presenting STEM problem solving in learning. The STEM problem raised in this study is the use of used cardboard in making VR (virtual reality). Shiva made VR based on the concept of light refraction in convex mirrors, then PjBL and STEM tools were developed in learning to increase student metalliteracy by calculating the surface area of geometric shapes. The results of the research are in the form of learning activities in the form of table descriptions of 1-6 stages of learning activities.
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