Android Based Animation Video Using Millealab Virtual Reality Application for Elementary School

Authors

  • Zulherman Zulherman Universitas Muhammadiyah Prof.DR.HAMKA http://orcid.org/0000-0001-6320-1035
  • Galih Baskoro Aji Universitas Muhammadiyah Prof.DR.HAMKA
  • Supriansyah Supriansyah Universitas Muhammadiyah Prof.DR.HAMKA

DOI:

https://doi.org/10.23887/jpi-undiksha.v10i4.29429

Keywords:

Virtual Reality, Android, E-Learning, Mobile Learning

Abstract

Innovation in education is necessary for teachers and students to follow the learning process because of the limited laboratory facilities in elementary schools; science learning is done. This study aims to analyze student acceptance and understanding concept in using android-based animated videos on Millealab virtual reality in grade V elementary school. The research method process is carried out in several stages, starting from expert testing conducted on three media experts, three subject matter experts, and three teachers from 3 different schools. Test the use of virtual reality video with a sample size of 65 students. Collecting data using a Likert scale questionnaire 1 to 5, and treatment in descriptive analysis. Testing the acceptance of virtual reality videos to students showed that students received virtual reality video media during the learning process. The application of virtual reality (VR) technology in science learning in elementary schools can improve conceptual understanding so that student acceptance of VR is excellent and teachers also feel helped by using VR media to support the learning process. VR technology is better than AR because it is more comprehensive and easier to use by teachers and students.

Author Biographies

Zulherman Zulherman, Universitas Muhammadiyah Prof.DR.HAMKA

I interest about science and mathematics education

Supriansyah Supriansyah, Universitas Muhammadiyah Prof.DR.HAMKA

I interest on learning media for elementary school student

References

Aji, D., Fitri, I., Manila, J. S., Rw, R. T., Minggu, P., Minggu, K. P., Selatan, K. J., Khusus, D., & Jakarta, I. (2020). Planetarium Virtual Sebagai Media Pembelajaran Astronomi Berbasis Virtual Reality Virtual Planetarium as Astronomy a Learning Media Based on Virtual Reality. Jurnal Sistem Dan Teknologi Informasi, 08(3), 291–295. https://doi.org/10.26418/justin.v8i3.40636.

Aji, R. H. S. (2020). Dampak Covid-19 pada Pendidikan di Indonesia: Sekolah, Keterampilan, dan Proses Pembelajaran. Jurnal Sosial Dan Budaya Syar-I, 7(5). https://doi.org/10.15408/sjsbs.v7i5.15314.

Asikin, N., Nevrita, N., & Alpindo, O. (2019). Pelatihan Pemanfaatan Media Pembelajaran Berbasis Virtual Reality untuk Guru-Guru IPA Kota Tanjungpinang. Jurnal Anugerah, 1(2), 71–76. https://doi.org/10.31629/anugerah.v1i2.1606.

Audia, C., Yatri, I., Aslam, A., Mawani, S., & Zulherman, Z. (2021). Development of Smart Card Media for Elementary Students. Journal of Physics: Conference Series, 1783(1), 012114. https://doi.org/10.1088/1742-6596/1783/1/012114.

Bahari, Darsana, & Putra. (2018). Pengaruh Model Discovery Learning Berbantuan Media Lingkungan Alam Sekitar terhadap Hasil Belajar IPA. Jurnal Ilmiah Sekolah Dasar, 2(2). https://doi.org/10.23887/jisd.v2i2.15488.

Bustanil S, M., Asrowi, & Adianto, D. T. (2019). Pengembangan Media Pembelajaran Interaktif Berbasis Video Tutorial Di Sekolah Menengah Kejuruan. JTP - Jurnal Teknologi Pendidikan, 21(2), 119–134. https://doi.org/10.21009/jtp.v21i2.11568.

Chen, Y.-L., & Hsu, C.-C. (2020). Self-regulated mobile game-based English learning in a virtual reality environmen. Computers & Education, 154. https://doi.org/10.1016/j.compedu.2020.103910.

Chien, S.-Y., Hwang, G.-J., & Jong, M. S.-Y. (2020). Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions. Computers & Education, 146. https://doi.org/10.1016/j.compedu.2019.103751.

Dewantara, A. I., Pradnyana, G. A., & Wirawan, I. M. A. (2019). Pengembangan Game Gamelan Selonding Bali Berbasis Virtual Reality. JST (Jurnal Sains Dan Teknologi), 8(1), 65. https://doi.org/10.23887/jst-undiksha.v8i1.18500.

Djannah, M., Zulherman, Z., & Nurafni. (2021). Kahoot Application for Elementary School Students: Implementations of Learning Process from Distance during Pandemic period of COVID 19. Journal of Physics: Conference Series, 1783(1), 012121. https://doi.org/10.1088/1742-6596/1783/1/012121.

Fachriyah, E. (2020). Using YouTube to Evaluate and Practice English Skills : A Case Study of Blended Learning. Proceedings of the 1st International Multidisciplinary Conference on Education, Technology, and Engineering (IMCETE 2019), 410(Imcete 2019), 26–29. https://doi.org/10.2991/assehr.k.200303.007.

Gowasa, S., Harahap, F., & Suyanti, R. D. (2019). Perbedaan Penggunaan Media Powerpoint dan Video Pembelajaran terhadap Kemampuan Berpikir Tingkat Tinggi dan Retensi Memori Siswa pada Mata Pelajaran IPA di Kelas V Sd. Jurnal Tematik, 9(1), 19–27. https://doi.org/10.24114/jt.v9i1.12859.

Hamilton, D., McKechnie, J., Edgerton, E., & Wilson, C. (2021). Immersive virtual reality as a pedagogical tool in education: A systematic literature review of quantitative learning outcomes and experimental design. Journal of Computers in Education, 8(1). https://doi.org/10.1007/s40692-020-00169-2.

Hariyanto, D., & Köhler, T. (2020). A Web-Based Adaptive E-learning Application for Engineering Students : An Expert-Based Evaluation. International Journal of Engineering Pedagogy, 10(2), 60–71. https://doi.org/https://doi.org/10.3991/ijep.v10i2.11834.

Herbert, V. M., Perry, R. J., LeBlanc, C. A., Haase, K. N., Corey, R. R., Giudice, N. A., & Howell, C. (2021). Developing a Smartphone App With Augmented Reality to Support Virtual Learning of Nursing Students on Heart Failure. Clinical Simulation in Nursing, 54. https://doi.org/10.1016/j.ecns.2021.02.003.

Istiandaru, A., Istihapsari, V., Wardono, W., & Mulyono, M. (2015). Problem Based Learning (PBL) Dengan Pendekatan Realistik-Saintifik dan Asesmen Pisa Untuk Meningkatkan Kemampuan Literasi Matematika. Edumatica: Jurnal Pendidikan Matematika, 5(1). https://doi.org/10.22437/edumatica.v5i01.2670.

Jampel, I. N., Fahrurrozi, Artawan, G., Widiana, I. W., Parmiti, D. P., & Hellman, J. (2018). Studying natural science in elementary school using nos-oriented cooperative learning model with the NHT type. Jurnal Pendidikan IPA Indonesia, 7(2), 138–146. https://doi.org/10.15294/jpii.v7i2.9863Jampel, I. N., Fahrurrozi, Artawan, G., Widiana, I. W., Parmiti, D. P., & Hellman, J. (2018). Studying natural science in elementary school using nos-oriented cooperative learning model with the NHT type. Jurnal Pendidikan IPA Indonesia, 7(2), 138–146. https://doi.org/10.15294/jpii.v7i2.9863.

Juliawan, G. A., Mahadewi, L. P. P., & Rati, W. R. (2017). Pengaruh Model Problem Based Learning (PBL) Terhadap Kemampuan Pemecahan Masalah Matematika. Mimbar PGSD, 5(2), 1–10. https://doi.org/10.23887/jjpgsd.v5i2.10881.

Kandakatla, R., Berger, E. J., Rhoads, J. F., & DeBoer, J. (2020). Student perspectives on the learning resources in an Active, Blended and Collaborative (ABC) pedagogical environment. International Journal of Engineering Pedagogy, 10(2), 7–31. https://doi.org/10.3991/ijep.v10i2.11606.

Khairudin, M., Triatmaja, A. K., Istanto, W. J., & Azman, M. N. A. (2019). Mobile virtual reality to develop a virtual laboratorium for the subject of digital engineering. International Journal of Interactive Mobile Technologies, 13(4), 79–95. https://doi.org/10.3991/ijim.v13i04.10522.

Kintu, M. J., Zhu, C., & Kagambe, E. (2017). Blended learning effectiveness : the relationship between student characteristics , design features and outcomes. International Journal of Educational, 14(7), 1–20. https://doi.org/10.1186/s41239-017-0043-4.

Koh, J. H. L., Herring, S. C., & Hew, K. F. (2010). Project-based learning and student knowledge construction during asynchronous online discussion. Internet and Higher Education, 13(4), 284–291. https://doi.org/10.1016/j.iheduc.2010.09.003.

Kurniasari, F. (2017). Implementasi Pendekatan Saintifik Pada Penugasan Aktivitas Di Buku Teks Bahasa Indonesia Kelas VII SMP Berdasarkan Kurikulum 2013. Jurnal Pendidikan Edutama, 4(1), 9–26. https://doi.org/10.30734/jpe.v4i1.44.

Kustandi, C., Ibrahim, N., & Muchtar, H. (2019). Virtual reality based on media simulation for preparing prospective teacher education students. International Journal of Recent Technology and Engineering, 8(1C2), 399–402. https://www.ijrte.org/wp-content/uploads/papers/v8i1C2/A10640581C219.pdf.

Mahasneh, D., Shoqirat, N., Singh, C., & Hawks, M. (2021). “From the classroom to Dr. YouTube”: nursing students’ experiences of learning and teaching styles in Jordan. Teaching and Learning in Nursing, 16(1). https://doi.org/10.1016/j.teln.2020.09.008.

Mahendra, M. R., Supriansyah, S., & Zulherman, Z. (2021). Development of Macromedia Flash-Based Mathematics Learning for Elementary School Students. Journal of Physics: Conference Series, 1783(1), 012006. https://doi.org/10.1088/1742-6596/1783/1/012006.

Menon, M., & Poroor, J. (2020). Grounded idea generation: An analysis framework for project-based courses. Procedia Computer Science, 172(2019), 591–596. https://doi.org/10.1016/j.procs.2020.05.075.

Natajaya, N., & Dantes, N. (2015). Perancangan Model Transpormasi Pendidikan Tekhnohumanistik yang Terintegrasi dengan Pembelajaran Tematik di Sekolah Dasar. Jurnal Pendidikan Indonesia, 4(1). https://doi.org/10.23887/jpi-undiksha.v4i1.4917.

Nurmanita, N., Siagian, P., & Sitompul, P. (2019). Development of Learning Device through Problem Based Learning Model Assisted by Geogebra to Improve Students’ Critical Mathematical Thinking Ability. Journal of Mathematical Sciences and Applications, 7(1), 1–9. https://doi.org/10.12691/JMSA-7-1-1.

Nurrohmah, F., Putra, F. G., & Farida, F. (2018). Development of Sparkol Video Scribe Assisted Learning Media. Formatif: Jurnal Ilmiah Pendidikan MIPA, 8(3), 233–250. https://doi.org/10.30998/formatif.v8i3.2613.

Pebriani, C. (2017). Pengaruh penggunaan media video terhadap motivasi dan hasil belajar kognitif pembelajaran IPA kelas V. Jurnal Prima Edukasia, 5(1), 11–21. https://doi.org/10.21831/jpe.v5i1.8461.

Pen, T. T.-L., Marchand, C., Léocadie, M., & Rothan-Tondeur, M. (2020). Reflective writing: Implementation and learning perception from students and teachers of French nursing schools. Nurse Education in Practice, 49. https://doi.org/10.1016/j.nepr.2020.102921.

Pertiwi, P. (2019). Pengembangan Modul Elektronik Berbasis Problem Based Learning Pada Kompetensi Merawat Sistem Rem Sepeda Motor Untuk Meningkatkan Hasil Belajar Siswa. Jurnal Ilmiah Pendidikan Teknik Dan Kejuruan, 11(2), 36. https://doi.org/10.20961/jiptek.v11i2.21878.

Pranata, M. A. P., Santyadiputra, G. S., & Sindu, I. G. P. (2017). Balinese Fruit Shooter Game Was Categorized As a Virtual Reality-Based Which Was Appropriate As Instructional Media in Kindergarten Game Balinese Fruit Shooter Berbasis Virtual Reality Sebagai Media Pembelajaran Di Taman Kanak-. Edutech, 16(3), 305–324. https://ejournal.upi.edu/index.php/edutech/article/view/8544.

Pratiwi, M. S., Zulherman, Z., & Amirullah, G. (2021). The Use of the Powtoon Application in Learning Videos for Elementary School Students. Journal of Physics: Conference Series, 1783(1), 012115. https://doi.org/10.1088/1742-6596/1783/1/012115.

Rachman, A., Informasi, J. S., Informasi, F. T., Informatika, J. T., & Informasi, F. T. (2017). Pemanfaatan Teknologi 3D Virtual Reality Pada Pembelajaran Matematika Tingkat Sekolah Dasar. Jurnal Ilmiah.

Rahardjo, M. M. (2019). How to use Loose-Parts in STEAM? Early Childhood Educators Focus Group discussion in Indonesia. JPUD - Jurnal Pendidikan Usia Dini, 13(2), 310–326. https://doi.org/10.21009/jpud.132.08.

Ran, W., & Jinglu, L. (2020). The Design and Development of Digital Books for E-learning. 2020 4th International Conference on Artificial Intelligence and Virtual Reality, 51–55. https://doi.org/10.1145/3439133.3439140.

Rostyawati, R., Zulherman, Z., & Bandarsyah, D. (2021). Analytical Effectiveness using Adobe Flash in Learning Energy Source at Primary School. Journal of Physics: Conference Series, 1783(1), 012125. https://doi.org/10.1088/1742-6596/1783/1/012125.

Rustiana, E. R. (2011). Efek Psikologis dari Pendidikan Jasmani ditinjau dari Teori Neurosains dan Teori Kognitif Sosial. Media Ilmu Keolahragaan Indonesia, 1(2). https://doi.org/10.15294/miki.v1i2.2035.

Setyawan, A., Aznam, N., & Citrawati, T. (2020). Effects of the Google Meet Assisted Method of Learning on Building Student Knowledge and Learning Outcomes. Universal Journal of Educational Research, 8(9), 3924–3936. https://doi.org/10.13189/ujer.2020.080917.

Shirish, A., Chandra, S., & Srivastava, S. C. (2021). Switching to online learning during COVID-19: Theorizing the role of IT mindfulness and techno eustress for facilitating productivity and creativity in student learning. International Journal of Information Management, 61(January), 102394. https://doi.org/10.1016/j.ijinfomgt.2021.102394.

Sholihin, M., Sari, R. C., Yuniarti, N., & Ilyana, S. (2020). A new way of teaching business ethics: The evaluation of virtual reality-based learning media. The International Journal of Management Education, 18(3). https://doi.org/10.1016/j.ijme.2020.100428.

Su, C. ., & Cheng, T. . (2019). A Sustainability Innovation Experiential Learning Model for Virtual Reality Chemistry Laboratory: An Empirical Study With PLS-SEM and IPMA. Sustainability, 11(4), 1027. https://doi.org/10.3390/su11041027.

Sujatmiko, I. N., Arifin, I., & Sunandar, A. (2019). Penguatan Pendidikan Karakter di SD. Jurnal Pendidikan, 4(8), 200–215. https://doi.org/10.24090/jk.v5i2.2109.

Sulistyowati, S., & Rachman, A. (2017). Pemanfaatan Teknologi 3D Virtual Reality Pada Pembelajaran Matematika Tingkat Sekolah Dasar. Network Engineering Research Operation, 3(1). https://nero.trunojoyo.ac.id/index.php/nero/article/view/71.

Surya, Y. F. (2017). Penerapan model pembelajaran problem based learning untuk meningkatkan hasil belajar matematika siswa kelas IV SDN 016 Langgini Kabupaten Kampar. Jurnal Cendekia: Jurnal Pendidikan Matematika, 1(1), 38–53. https://doi.org/10.31004/cendekia.v1i1.7.

Suryana. (2020). Permasalahan Mutu Pendidikan Dalam Perspektif Pembangunan Indonesia. Jurnal Edukasi, 14(1). https://doi.org/10.15294/edukasi.v14i1.971.

Susongko, P., & Afrizal, T. (2018). The determinant factors analysis of Indonesian students’ environmental awareness in pisa 2015. Jurnal Pendidikan IPA Indonesia. https://doi.org/10.15294/jpii.v7i4.10684.

Syafryadin, S., Boulahnane, S., & Budaya, D. A. N. (2021). Immersing Japanese Students Into English Language Learning : Songs , Games And Cultures. Cakrawala Pendidikan, 40(3), 554–563. https://doi.org/10.21831/cp.v40i3.37153.

Syahrowardi, S., & Permana, A. H. (2016). Desain Handout Multimedia Menggunakan 3D Pageflip Professional untuk Media Pembelajaran pada Sistem Android. Jurnal Penelitian & Pengembangan Pendidikan Fisika, 2(1), 89–96. https://doi.org/10.21009/1.02113.

Syaparuddin, S., & Elihami, E. (2020). Peningkatan Motivasi Belajar Siswa Melalui Video pada Pembelajaran PKn di Sekolah Paket C. Jurnal Edukasi Nonformal, 1(1), 187–200.

Syarifudin, A. S. (2020). Impelementasi Pembelajaran Daring Untuk Meningkatkan Mutu Pendidikan Sebagai Dampak Diterapkannya Social Distancing. Jurnal Pendidikan Bahasa Dan Sastra Indonesia Metalingua, 5(1), 31–34. https://doi.org/10.21107/metalingua.v5i1.7072.

Syawaludin, A., Gunarhadi, & Rintayati, P. (2019). Enhancing elementary school students’ abstract reasoning in science learning through augmented reality-based interactive multimedia. Jurnal Pendidikan IPA Indonesia, 8(2), 288–297. https://doi.org/10.15294/jpii.v8i2.19249.

Syawaludin, Ahmad, Gunarhadi, & Rintayati, P. (2019). Development of augmented reality-based interactive multimedia to improve critical thinking skills in science learning. International Journal of Instruction, 12(4), 331–344. https://doi.org/10.29333/iji.2019.12421a.

Tse, W. S., Choi, L. Y. A., & Tang, W. S. (2019). Effects of video-based flipped class instruction on subject reading motivation. British Journal of Educational Technology, 50(1), 385–398. https://doi.org/10.1111/bjet.12569.

Tycho, T., Angelica, M., Tinga, Phong, N., & Max, M. . (2020). Benefits of Immersive Collaborative Learning in CAVE-Based Virtual Reality. International Journal of Educational Technology in Higher Education, 17(51), 1–18. https://doi.org/10.1186/s41239-020-00228-9.

Wulandari, Sudatha, & Simamora. (2020). Pengembangan Pembelajaran Blended Pada Mata Kuliah Ahara Yoga Semester II di IHDN Denpasar. Jurnal Edutech Undiksha, 8(1), 1–15. https://doi.org/10.23887/jeu.v8i1.26459.

Yilmaz, R. M., & Goktas, Y. (2017). Using augmented reality technology in storytelling activities: examining elementary students’ narrative skill and creativity. Virtual Reality, 21. https://doi.org/10.1007/s10055-016-0300-1.

Yoyo Sudaryo, S. E., MM, A., Efi, N. A. S., R Adam Medidjati, S. E., & Hadiana, A. (2019). Metode Penelitian Survei Online Dengan Google Forms. Penerbit Andi.

Yuniarni, Sari, & Atiq. (2020). Pengembangan Multimedia Interaktif Video Senam Animasi Berbasis Budaya Khas Kalimantan Barat. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 4(1). https://doi.org/10.31004/obsesi.v4i1.331.

Zulherman, Amirullah, G., Purnomo, A., Aji, G. B., & Supriansyah. (2021). Development of Android-Based Millealab Virtual Reality Media in Natural Science Learning. Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education), 9(1), 1–10. https://doi.org/10.24815/jpsi.v9i1.18218.

Downloads

Published

2021-11-02

Issue

Section

Articles