Earth and Solar System Learning Innovation through Virtual Reality (VR) at CoSpace Edu
##plugins.themes.academic_pro.article.main##
Abstract
This research aims to improve junior high school student's understanding of the earth and solar system concept through virtual reality (VR) in CoSpace Edu through a Research and Development (RnD) approach with the 4D model (Define, Design, Develop, Disseminate), the research was conducted in several junior high schools in Depok, involving physics teachers and students in grades 8 and 9. The need for interactive media that can visualize the concept of the solar system and the eclipse phenomenon was observed through preliminary studies in the form of observations and interviews. The development of this VR media begins with a needs analysis, followed by design, product development, and deployment. Data collection instruments include observation, interviews, questionnaires, and tests. Data analysis is based on questionnaires from experts, teachers, and students and media effectiveness tests using N-Gain calculations. Based on the N-gain calculation, a score of 0.624 was obtained in the small group and 0.505 in the field test. The results showed that using VR media effectively improves the understanding of the concept of the earth and solar system, contributing to understanding the concept of the earth and solar system
##plugins.themes.academic_pro.article.details##
This work is licensed under a Creative Commons Attribution 4.0 International License.
PAKAR Pendidikan is licensed under a Creative Commons Attribution 4.0 International License
Free to:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material for any purpose, even commercially.
PAKAR Pendidikan Journal is licensed under a Creative Commons Attribution 4.0 International License. This permits anyone to copy, redistribute, remix, transmit and adapt the work provided the original work and source are appropriately cited.
This means:
(1) Under the CC-BY license, authors retain ownership of the copyright for their article, but authors grant others permission to use the content of publications in INVOTEK Journal in whole or in part provided that the original work is properly cited. Users (redistributors) of PAKAR Pendidikan Journal are required to cite the original source, including the author's name, PAKAR Pendidikan Journal as the initial source of publication, year of publication, volume number, issue, and Digital Object Identifier (DOI);
(2) Authors grant PAKAR Pendidikan the right of first publication. Although authors remain the copyright owner.
Privacy Statement
The names, email addresses, and affiliations entered in this journal site will be used exclusively for the stated purpose of providing readers professional access to the authors whose articles are published by the journal. No other information is collected, and will not be made available for any other purpose or to any other party.
References
Anistyasari, Y., Ekohariadi, E., & Hidayati, S. C. (2022). Stimulasi Berpikir Komputasi Melalui Digital Storytelling Menggunakan CoSpaces Edu. Journal of Information Engineering and Educational Technology, 6(1), 1–6. https://doi.org/10.26740/jieet.v6n1.p1-6
Arifin, M., K, A. H., & Mursid, R. (2019). PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN MESIN KONVERSI ENERGI TEKNIK OTOMOTIF. JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN, 5(2). https://doi.org/10.24114/jtikp.v5i2.12597
Asdar, A., Fatimah, F., & Nurhidayah, N. (2020). Pembelajaran Generatif Media Barbek Terintegrasi PPK terhadap Pemahaman Konsep dan Komunikasi Matematis. Sainsmat : Jurnal Ilmiah Ilmu Pengetahuan Alam, 9(2), 124. https://doi.org/10.35580/sainsmat92153812020
Chandra, A. Y., Prasetyaningrum, P. T., Suria, O., Santosa, P. I., & Nugroho, L. E. (2021). Virtual Reality Mobile Application Development with Scrum Framework as a New Media in Learning English. International Journal of Interactive Mobile Technologies (IJIM), 15(08), 31. https://doi.org/10.3991/ijim.v15i08.19923
Darojat, M. A., Ulfa, S., & Wedi, A. (2022). PENGEMBANGAN VIRTUAL REALITY SEBAGAI MEDIA PEMBELAJARAN SISTEM TATA SURYA. JKTP: Jurnal Kajian Teknologi Pendidikan, 5(1), 91–99. https://doi.org/10.17977/um038v5i12022p091
Dewi, R. K. (2020). PEMANAFAATAN MEDIA 3 DIMENSI BERBASIS VIRTUAL REALITY UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR IPA SISWA KELAS V SD. Jurnal Pendidikan, 21(1), 28–37. https://doi.org/10.33830/jp.v21i1.732.2020
Emsa, F. Z., & Suherman, D. (2022). MODEL TEKNOLOGI INFORMASI DALAM PEMBELAJARAN DAN DAMPAK SOSIAL PADA MASA COVID 19. Jurnal Dialektika: Jurnal Ilmu Sosial, 20(2), 12–22. https://doi.org/10.54783/dialektika.v20i2.53
Febriyana, S., Ahied, M., Fikriyah, A., & Yasir, M. (2021). PROFIL PEMAHAMAN KONSEP SISWA SMP PADA MATERI TATA SURYA. Natural Science Education Research, 4(1), 56–64. https://doi.org/10.21107/nser.v4i1.8140
Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1), 64–74. https://doi.org/10.1119/1.18809
Hamzah, A. (2019). Metode Penelitian & Pengembangan Research & Development. Literasi Nusantara Abadi.
Hendajani, F., Hakim, A., Sudiro, S. A., Saputra, G. E., & Ramadhana, A. P. (2019). Tracking Visualization Of 3 Dimensional Object Natural Science Learning Media In Elementary School With Markerless Augmented Reality Based On Android. Journal of Physics: Conference Series, 1192, 012055. https://doi.org/10.1088/1742-6596/1192/1/012055
Kurniyawan, M. A., Ayu Vitantri, C., & Rohmatin, D. N. (2019). EFEKTIVITAS MEDIA ADAMMATH (APLIKASI DAM MATEMATIKA) TERHADAP PEMAHAMAN KONSEP MATEMATIS SISWA MATERI PERSAMAAN GARIS LURUS. MaPan, 7(2), 291–306. https://doi.org/10.24252/mapan.2019v7n2a9
Maritsa, A., Hanifah Salsabila, U., Wafiq, M., Rahma Anindya, P., & Azhar Ma’shum, M. (2021). Pengaruh Teknologi Dalam Dunia Pendidikan. Al-Mutharahah: Jurnal Penelitian Dan Kajian Sosial Keagamaan, 18(2), 91–100. https://doi.org/10.46781/al-mutharahah.v18i2.303
Muliani, D. E. (2019). Penerapan Pembelajaran Konseptual Interaktif Berbantuan Media Cmaptools untuk Meminimalkan Miskonsepsi. Indonesian Journal of Science and Mathematics Education, 2(3), 298–302. https://doi.org/10.24042/ijsme.v2i3.4354
Mulyani, F., & Haliza, N. (2021). Analisis Perkembangan Ilmu Pengetahuan dan Teknologi (Iptek) Dalam Pendidikan. Jurnal Pendidikan Dan Konseling (JPDK), 3(1), 101–109. https://doi.org/10.31004/jpdk.v3i1.1432
Rachmawati, A. D., Baiduri, B., & Effendi, Moh. M. (2020). EFEKTIVITAS MEDIA PEMBELAJARAN INTERAKTIF BERBANTUAN WEB DALAM MENGEMBANGKAN KEMAMPUAN BERPIKIR KREATIF. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(3), 540. https://doi.org/10.24127/ajpm.v9i3.3014
Raja, M., & Priya, G. G. L. (2021). An Analysis of Virtual Reality Usage through a Descriptive Research Analysis on School Students’ Experiences: A Study from India. International Journal of Early Childhood Special Education, 13(2), 990–1005. https://doi.org/10.9756/INT-JECSE/V13I2.211142
Sugiyono. (2012). Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Susilawati, F., Munzir Umran, & Galang Pandu Pratama. (2021). RANCANG BANGUN APLIKASI VIRTUAL REALITY (VR) SISTEM TATA SURYA SEBAGAI MEDIA PEMBELAJARAN SAINS. J-Innovation, 10(2), 63–68. https://doi.org/10.55600/jipa.v10i2.94
Sutarti, T., & Irawan, E. (2017). Kiat Sukses Meraih Hibah Penelitian Pengembangan. Deepublish.
Tang, Y. M., Au, K. M., Lau, H. C. W., Ho, G. T. S., & Wu, C. H. (2020). Evaluating the effectiveness of learning design with mixed reality (MR) in higher education. Virtual Reality, 24(4), 797–807. https://doi.org/10.1007/s10055-020-00427-9
Taufiq, M., Nuswowati, M., Hartono, H., & Widagdo, P. B. (2023). Design of science learning based on CoSpaces-Edu paper cube augmented reality through computational thinking approach. 020032. https://doi.org/10.1063/5.0126131
Thiagarajan, Sivasailam, & dkk. (1974). Instructional Development for Training Teachers of Exceptional Children. National Center for Improvement Educational System H.5.
WAHYUNINGSIH, I. (2022). BEST PRACTICE PEMBELAJARAN WRITING YANG MENYENANGKAN DENGAN E-KOMIK UNTUK MENINGKATKAN PRESTASI BELAJAR SISWA KELAS XI SMAN I BODEH. EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi, 2(3), 295–301. https://doi.org/10.51878/edutech.v2i3.1545