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Educational Game for Learning Computational Thinking in a Low Budget Virtual Reality Environment Sukirman Sukirman; Dias Aziz Pramudita; Abdylla Adhiyasa Nugroho; Muhammad Rizky Aminudin
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 1 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i1.52743

Abstract

Virtual reality (VR) is a technology that can create a simulation of real objects in a virtual environment more interactively. In terms of budget, VR devices can be categorized into low budget and high end. However, both of them can still carry out the same interactive simulations, such as educational games. This research aims to develop an educational game based in low-budget VR environment for learning computational thinking (CT), one of the 21st century skills that students need to learn. The method used is Design and Development Research (DDR) that consists of five stages: analysis, design, development, testing, and evaluation. Participants involved in this study are 30 students of vocational school (SMK) majoring Computer and Network Engineering. Evaluation conducted through Technology Acceptance Model (TAM) framework that consists of perceived usefulness (PU), perceived ease of use (PEU), attitude toward using (ATU), and intention to use (ITU). Based on the data obtained and the analysis performed, the Cronbach’s alpha score of PU and PEU were 0.714 and 0.614, respectively. Meanwhile, the Cronbach’s alpha score of ATU and ITU were 0.754 and 0.882, respectively. PU and PEU are positively correlated with ATU, while ATU is also positively correlated with ITU. It means that the ease of use of the application and the usability aspects of the developed application have a positive effect on user attitudes. This positive behavior is also positively correlated with the intention to use it again on another occasion. Thus it can be concluded that this educational game based in low-budget VR environment can be used for learning CT. It can be seen from the analysis and some positive comments from students, like participants wish they can use this learning approach in the other subject.
Peningkatan Keterampilan Merancang Konten Pembelajaran dan Evaluasi Formatif Menggunakan Pendekatan Permainan Sukirman Sukirman; Dias Aziz Pramudita; Muhammad Rizky Aminudin; Abdylla Adhiyasa Nugroho
Warta LPM WARTA LPM, Vol. 26, No. 1, Januari 2023
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1438.006 KB) | DOI: 10.23917/warta.v26i1.1097

Abstract

Designing learning content and its evaluation is very necessary in teaching and learning activities to determine the extent to which results have achieved and its effectiveness. However, the evaluationa are sometimes still use traditional methods which might actually make students worry about the final result. In fact, this concern should be avoided in order to obtain maximum results. One strategy is to use a game approach, an evaluation model to measure abilities by utilizing games. The purpose of this activity is to improve partners' ability to design learning content and its evaluation, especially formative evaluation, using a game settings. The tools used for evaluation is Kahoot!, a web-based and mobile game platform that can be filled in online questions. The partners involved in this activity were teachers from various subjects of SMK Muhammadiyah 1 Klaten Tengah (6 people), SMK Muhammadiyah 3 Klaten tengah (9 people), and SMK Muhammadiyah 4 Klaten Tengah (6 people) for a total of 21. The method applied in this activity consists of 4 stages, start from analysis, formulation, solutive action, and evaluation. Solutive action is realized in the form of a workshop which is divided into two sessions, namely a theoretical session and a practical session. Based on the evaluation carried out between before and after the activity, it was found that the participants knew better how to design learning content in the form of videos using existing software. In addition, participants also know how to create formative evaluation tools using a game approach with the Kahoot! platform. Thus it can be concluded that the knowledge and skills of the participants became better after the activity.