Virtual Reality Adventures as an Effort to Improve the Quality of Welding Technology Learning During a Pandemic
DOI:
https://doi.org/10.3991/ijoe.v19i02.35447Keywords:
Welding Technology, Virtual Reality, Learning MediaAbstract
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.
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Copyright (c) 2023 Febri Prasetya, Bayu Ramadhani Fajri, Rizky Ema Wulansari, Primawati, Aprilla Fortuna
This work is licensed under a Creative Commons Attribution 4.0 International License.