RESEARCH ON VIRTUAL REALITY MEDIA
Research to develop the character of elementary school students through the use of interactive multimedia virtual reality in Bandung Indonesia
2. Innovation Education & Learning
Media
Education Standards
Recommend Quality
Learning through:
1. Contextual
2. Constructivism
3. PAKEM
4. Active Learning
5. ICT facilitated
Common Problems of
Education:
§ Quality
§ Equity
§ Accessibility
§ The survey United
Nations Development
Programme (UNDP)
and the Political and
Economic
§ Review Consultancy
(PERC)
Technology in the
future (BSNP 2012)
1. Nanotechnology
2. Neuroscience
3. Virtual Reality
4. Information
Technology
1 2 3
BACKGROUND
3. Linkage with ‘Resnstra UPI’
‘Renstra
UPI
2011-‐2015’
Visi
:
leading
&
Oustanding
World
Class
Unversity
Research
Based
University
Conducts
research
to
develop
the
theory
and
pracEce
of
educaEon
as
well
as
other
innovaEve
science
and
rooted
in
the
local
wisdom
Developing
integrated
professional
educaEon
of
teachers
in
academic
and
professional
educaEon
for
all
paths
and
levels
of
educaEon
Disseminate
experience
and
innovaEve
findings
in
the
disciplines
of
educaEon,
educaEonal
disciplines,
and
other
disciplines
for
the
beNerment
of
society
2 3 4 51 2 3
Media 3D Animasi
Virtual Reality
4. PROBLEMS
How to develop 3D Interactive Media Virtual Reality effective for
improving student learning outcomes in elementary school?
GENERAL PROBLEM
RESEARCH QUESTION
1. How Virtual Reality Interactive Media Design to improve student learning outcomes in
elementary school?
2. Implementation of learning how to use the Interactive Media Virtual Reality to improve
student learning outcomes in elementary school?
3. What are the forms of learning assessment (assessment of learning) Interactive Media
Virtual Reality to improve student learning outcomes in elementary school?
4. How the students' response to the use of Virtual Reality Interactive Media Thematic
learning?
5. Is Virtual Reality Interactive Media is able to improve student learning outcomes in
elementary school?
5. RESEARCH GOALS
Developing Interactive Media 3D
Virtual Reality Based OpenSources
Blender
Developing Model of Learning
Implementation Berbas 3D
Interactive Media Virtual Reality
Based OpenSources Blender
Knowing the student and teacher
responses to the use of 3D
Interactive Media Virtual Reality
1
2
3
6. benefits of
research
Theoretical
Developing science education
science with innovative product
produced based Visual Imaging
Technology
Practical
Models Media produced a reference
school in improving the
meaningfulness of learning
Institutional
Improving the image of the
institution (UPI) with products that
have intellectual property rights
1
2
3
7. Analisasi Needs
Learning Content
Assessing SK and KD and
Indicators in Primary
Education
Development of Virtual
Reality Model Design
• Making GBPM
• writing Flowchart
• Making Storyboard
• Expert Judgment and
Validation Model
Design
Media production, and
the Review Draft Model
• Modeling (Asset)
• Recording & Mixing
Sound
• Syncronizing
• Programming
Product Model
Validation & Revision
Carried out within the
framework of Research
and Development (R & D)
Dissemination Model
Interactive Virtual Reality
Socialization model
through seminars, and HKI
Management and National
Journal
2
1 3
4
5
Media Development Procedure 3D Virtual Reality
8. The
method
used
Quasi
Experimental
Methods
Subjects
Research:
Elementary
School
Students
in
Bandung
and
Cimahi
Design
Research:
METHODOLOGY
Subjects
Research:
Students
of
Primay
School,
Class
IV
Research
LocaEon:
Cimahi
Elementary
School
Bandung
Elementary
School
GROUP
TREATMENT
GROUP
CONTROL
GROUP
DURATION
40
MINUTES
01
X
02
01
02
DURATION
30
MINUTE
01
X
02
01
02
9. 1. Choosing a class 16 samples at a number of primary schools in the city of
Bandung, the fourth grade, which will be grouped into 4 groups, each
consisting of 4 classes.
2. Determination and Control Experiment class
3. Provide pretest to all students in all groups.
4. Providing treatment (X) to the experimental group, while the control group
was given no treatment.
5. Provide posttest, both the experimental group and the control group, to
measure student learning outcomes after treatment administration.
6. Perform data analysis using analysis of variance (ANOVA) Factorial two
lines, followed by analsisi post-test (post hock analysis) and analysis of
practical significance to explore the findings generated.
7. Doing discussion (discussion of the results of research) and the
formulation of conclusions.
RESEARCH PROCEDURES
10. Model assumptions that
affect the optimization of
media
Principles of Interactive
Multimedia 3D VR
Stages of Learning
(Substance)
End models
(Achievement of
learning
outcomes)
Framework Model
RESULTS (1)
LEARNING
OUTCOME
11. Framework Learning Model
LEARNING
PROCESS
LEARNING
RECOURCESS
INSTRUCTIONAL
INPUT
INSTRUCTIONAL
OUTPUT
PRA-INSTRCTIONAL
CORE-INSTRCTIONAL
POST-INSTRCTIONAL
EXPLORATION,
ELABORATION
&
CONFIRMATION
OF
MOVIE
3D
VR
ReflexEon,
Conclusion,
Post
Test
&
Followup
InstrucEonal
goals
Content
Learning
Learning
Method
Learning
Content
Learning
EvaluaEon
RESULTS (2)
12. 1. Students are enthusiastic in use
Interactive Multimedia 3D-VR
2. Students requesting media play
repeatedly (show interest)
3. Students are willing to try and
practice
4. Emulate the positive fit taught in
Multimedia 3D-VR
5. Multimedia 3D-VR increase student
motivation
6. Students can answer questions with
a good teacher, about content taught
in Multimedia 3D-VR
7. Increase students' knowledge
8. Helping students develop positive
character
RESULTS (3)
Student
response to
the use of 3D
Interactive
Multimedia
Virtual reality
(3D-VR)
13. Nama Sekolah
Kelas
Rata-Rata
Gain
SD CIMAHI
MANDIRI
Pre-Tes Post Test
EKSPERIMEN 55.13 82.13 27
KONTROL 50.53 68.06 17.53
0
10
20
30
40
50
60
70
80
90
PRE-‐TES
POST
TEST
GAIN
skor
hasil
belajar
(100)
kategori
EKSPERIMEN
KONTROL
Student Results-1 Elementary School
RESULTS (4)
SCHOOL
CLASS
AVERAGE
EXPERIMENT
CONTROL
EXPERIMENT
CONTROL
ELEMENTARY
SCHOOL-‐1
14. Nama Sekolah
Kelas
Rata-Rata
Gain
SD CIMAHI JATAYU
BANDUNG
Pre-Tes Post Test
EKSPERIMEN 53.33 72.26 18.93
KONTROL 50.53 68.06 17.53
0
10
20
30
40
50
60
70
80
PRE-‐TES
POST
TEST
GAIN
Axis
Title
Axis
Title
EKSPERIMEN
KONTROL
Student Results-2 Elementary School
RESULTS (5)
SCHOOL
CLASS
AVERAGE
EXPERIMENT
CONTROL
EXPERIMENT
CONTROL
ELEMENTARY
SCHOOL-‐2
15. 1. Interactive Multimedia Design 3D-
models of VR
consists of four layers of elements, namely: (1)
The outermost layer asusmsi optimization
model that affect the model, (2) layer model
principle (3) layer which contains stages in
learning the material (4). Core layer into the
core target of the control aspects of student
learning outcomes.
CONCLUSION
16. 2. Learning implementation of 3D-VR
Interactive Media consists of three main
stages, namely: (1) input, (2) process, (3)
Output. The focus of the use of 3D Virtual
Reality Interactive Media is the elaboration
phase of knowledge and learning content,
students actively use the media facilitated
by the teacher.
CONCLUSION
17. 3 Forms of assessment of learning
Using authentic assessment, relevant to
the purpose of interactive multimedia
characteristics. Type of assessment used
is a test, with the form of pencil and paper
test with an objective test techniques and
assessment of activities and student
responses.
CONCLUSION
18. 4. Student response
Artifacts positive response from the students
to the use of 3D Virtual Reality Interactive
Media in Thematic. In general, students are
active, creative, enthusiastic, willing to do the
exercises properly and there is an increase
in students' motivation
CONCLUSION
19. 5 learning outcomes
Use of Interactive Media 3D Virtual Reality proved to be
effective can improve student learning outcomes in
Thematic Elementary School. This can be evidenced an
increase in learning outcomes between the pre-test to
post-test in two school sites, namely SD-1 and SD-2.
Score learning outcomes in the experimental class in
each school proved to be higher than the control class.
CONCLUSION