虚拟现实应用游戏教育保健协议

Gerry Jeven Timoti, Yohannes Yohannes, Yoannita Yoannita
{"title":"虚拟现实应用游戏教育保健协议","authors":"Gerry Jeven Timoti, Yohannes Yohannes, Yoannita Yoannita","doi":"10.28932/jutisi.v8i1.4065","DOIUrl":null,"url":null,"abstract":"In the year of 2020 until now has been a tough year for almost all industries and the general public due to the coronavirus pandemic. However, the increase in cases per day illustrates that the community has not complied with health protocols optimally. The impact of the pandemic has increased gamers in Asia by more than 75%. With a positive impact on society, the role of games can be used as a medium for education. Virtual Reality will be implemented in the health protocol educational game to see the good role of virtual reality in educational game interactions. The implementation of Virtual Reality in the health protocol educational game is carried out using the GDLC (Game Development Life Cycle) approach with stages starting from initiation, pre-production, production, testing, and release. The results of the recapitulation of the questionnaire on the acceptance and satisfaction of the health protocol educational game application showed the results of 44,9.% strongly agree, 44,9% agree, 9,15% are neutral and 1% are not agree that the application has functioned well and can be selected as one of the learning media especially about health protocol to reduce the growth rate of people infected with the coronavirus.","PeriodicalId":185279,"journal":{"name":"Jurnal Teknik Informatika dan Sistem Informasi","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-04-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Implementasi Virtual Reality pada Game Edukasi Protokol Kesehatan\",\"authors\":\"Gerry Jeven Timoti, Yohannes Yohannes, Yoannita Yoannita\",\"doi\":\"10.28932/jutisi.v8i1.4065\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the year of 2020 until now has been a tough year for almost all industries and the general public due to the coronavirus pandemic. However, the increase in cases per day illustrates that the community has not complied with health protocols optimally. The impact of the pandemic has increased gamers in Asia by more than 75%. With a positive impact on society, the role of games can be used as a medium for education. Virtual Reality will be implemented in the health protocol educational game to see the good role of virtual reality in educational game interactions. The implementation of Virtual Reality in the health protocol educational game is carried out using the GDLC (Game Development Life Cycle) approach with stages starting from initiation, pre-production, production, testing, and release. The results of the recapitulation of the questionnaire on the acceptance and satisfaction of the health protocol educational game application showed the results of 44,9.% strongly agree, 44,9% agree, 9,15% are neutral and 1% are not agree that the application has functioned well and can be selected as one of the learning media especially about health protocol to reduce the growth rate of people infected with the coronavirus.\",\"PeriodicalId\":185279,\"journal\":{\"name\":\"Jurnal Teknik Informatika dan Sistem Informasi\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-04-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Teknik Informatika dan Sistem Informasi\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.28932/jutisi.v8i1.4065\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Teknik Informatika dan Sistem Informasi","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.28932/jutisi.v8i1.4065","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

由于冠状病毒大流行,到目前为止的2020年对几乎所有行业和公众来说都是艰难的一年。然而,每天病例的增加表明,社区没有以最佳方式遵守卫生协议。大流行的影响使亚洲的游戏玩家增加了75%以上。游戏对社会有积极的影响,可以作为教育的媒介。将虚拟现实应用于健康协议教育游戏中,看到虚拟现实在教育游戏互动中的良好作用。虚拟现实在健康协议教育游戏中的实现使用GDLC(游戏开发生命周期)方法进行,从启动,预生产,生产,测试和发布阶段开始。健康协议教育游戏应用的接受度和满意度问卷重述结果显示:%强烈同意,44.9%同意,9.15%中立,1%不同意,应用程序运行良好,可以选择作为学习媒体之一,特别是关于健康协议,以减少冠状病毒感染人数的增长率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Implementasi Virtual Reality pada Game Edukasi Protokol Kesehatan
In the year of 2020 until now has been a tough year for almost all industries and the general public due to the coronavirus pandemic. However, the increase in cases per day illustrates that the community has not complied with health protocols optimally. The impact of the pandemic has increased gamers in Asia by more than 75%. With a positive impact on society, the role of games can be used as a medium for education. Virtual Reality will be implemented in the health protocol educational game to see the good role of virtual reality in educational game interactions. The implementation of Virtual Reality in the health protocol educational game is carried out using the GDLC (Game Development Life Cycle) approach with stages starting from initiation, pre-production, production, testing, and release. The results of the recapitulation of the questionnaire on the acceptance and satisfaction of the health protocol educational game application showed the results of 44,9.% strongly agree, 44,9% agree, 9,15% are neutral and 1% are not agree that the application has functioned well and can be selected as one of the learning media especially about health protocol to reduce the growth rate of people infected with the coronavirus.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信