Virtual Reality Adventures as an Effort to Improve the Quality of Welding Technology Learning During a Pandemic

Authors

DOI:

https://doi.org/10.3991/ijoe.v19i02.35447

Keywords:

Welding Technology, Virtual Reality, Learning Media

Abstract


Indonesia is one of the countries affected by changes in the education system and learning activities. Learning media aims at attracting students' interest in improving their cognitive and understanding of learning. The selection of media should be based on the following criteria: effective, useful, flexible, affordably accessible, and most importantly in line with learning objectives. Therefore, Virtual Reality-based learning media is the right technology for building online learning conditions to appear more real and real-time. This study aims to develop a VR-based learning media for welding technology courses. This study employed a Research and Development (R&D)  method with a 4D development model consisting of define, design, develop, and disseminate. Stages are carried out in stages with analytical and experimental formulations. The results showed that the total average indicators of the VR learning media material validation witch was 0.87 (valid) and the design validation assessment was 0.88 (valid). It can be concluded that the validation results of the learning media developed are declared valid and have been well tested, and are effective to be applied to welding technology learning.

Author Biographies

Febri Prasetya, Universitas Negeri Padang

Febri Prasetya graduated with a Bachelor in Mechanical Engineering Vocational Education at Universitas Negeri Padang in 2012, and continued his master’s in 2012 with a Master of Vocational Technology Education at the same campus, graduating in 2014. He is currently a lecturer in the Mechanical Engineering Vocational Education study program, Faculty of Engineering, Universitas Negeri Padang. (email: febriprasetya@ft.unp.ac.id).

 

Bayu Ramadhani Fajri, Universitas Negeri Padang

Bayu Ramadhani Fajri graduated with a Diploma 3 (D3) in Multimedia at Politeknik Kota Malang in 2011, then graduated with a Diploma 4 (D4) in animation at Institut Teknologi Bandung in 2013, and continued his master’s in 2014 with a Master of Design at the same campus, graduating in 2016. He is currently a lecturer in the Animation study program, Faculty of Engineering, Universitas Negeri Padang. (e-mail: bayurf@ft.unp.ac.id).

 

Rizky Ema Wulansari, Universitas Negeri Padang

Rizky Ema Wulansari graduated with a Bachelor at Universitas Negeri Padang in 2014, then graduated with a Master’s at Universitas Negeri Padang in 2013, and continued his Doctor cooperation with Universitas Negeri Padang and Universitas Tun Hussein Onn Malaysia in 2019. He is currently a lecturer in the Mechanical Engineering Vocational Education study program, at the Faculty of Engineering, Universitas Negeri Padang. (e-mail: rizkyemawulansari@ft.unp.ac.id).

 

Primawati, Universitas Negeri Padang

Primawati graduated with a Bachelor's in Mathematics at Universitas Andalas in 2008 and continued his master’s in 2011 with a Master of Mathematics at the same campus, graduating in 2011. He is currently a lecturer in the Mechanical Engineering Vocational Education study program, Faculty of Engineering, Universitas Negeri Padang. (e-mail: primawati@ft.unp.ac.id).

 

Aprilla Fortuna, Universitas Negeri Padang

Aprilla Fortuna works as an Student and Assistant Lecturer at the Department of Mechanical Engineering, Universitas Negeri Padang. (e-mail: aprillafortuna@student.unp.ac.id)

 

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Published

2023-02-16

How to Cite

Prasetya, F., Fajri, B. R., Wulansari, R. E., Primawati, & Fortuna, A. (2023). Virtual Reality Adventures as an Effort to Improve the Quality of Welding Technology Learning During a Pandemic. International Journal of Online and Biomedical Engineering (iJOE), 19(02), pp. 4–22. https://doi.org/10.3991/ijoe.v19i02.35447

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Section

Papers