research on virtual reality media

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Innovation Education & Learning

Media

Education Standards Recommend Quality Learning through: 1.  Contextual 2.  Constructivism 3.  PAKEM 4.  Active Learning 5.  ICT facilitated

Common Problems of Education: §  Quality §  Equity §  Accessibility §  The survey United Nations Development Programme (UNDP) and the Political and Economic

§  Review Consultancy (PERC)

Technology in the future (BSNP 2012) 1.  Nanotechnology 2.  Neuroscience 3.  Virtual Reality 4.  Information Technology

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BACKGROUND

Linkage with ‘Resnstra UPI’ ‘Renstra  UPI  2011-­‐2015’    Visi  :  leading  &  Oustanding  

World  Class  Unversity   Research  Based  University  

Conducts  research  to  develop  the  theory  and  pracEce  of  educaEon  as  well  as  other  innovaEve  science  and  rooted  in  the  local  wisdom    

Developing  integrated  professional  educaEon  of  teachers  in  academic  and  professional  educaEon  for  all  paths  and  levels  of  educaEon  

Disseminate  experience  and  innovaEve  findings  in  the  disciplines  of  educaEon,  educaEonal  disciplines,  and  other  disciplines  for  the  beNerment  of  society  

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Media 3D Animasi Virtual Reality

PROBLEMS

How to develop 3D Interactive Media Virtual Reality effective for improving student learning outcomes in elementary school?

GENERAL PROBLEM

RESEARCH QUESTION

1.  How Virtual Reality Interactive Media Design to improve student learning outcomes in elementary school?

2.  Implementation of learning how to use the Interactive Media Virtual Reality to improve student learning outcomes in elementary school?

3.  What are the forms of learning assessment (assessment of learning) Interactive Media Virtual Reality to improve student learning outcomes in elementary school?

4.  How the students' response to the use of Virtual Reality Interactive Media Thematic learning?

5.  Is Virtual Reality Interactive Media is able to improve student learning outcomes in elementary school?

RESEARCH GOALS

Developing Interactive Media 3D Virtual Reality Based OpenSources Blender Developing Model of Learning Implementation Berbas 3D Interactive Media Virtual Reality Based OpenSources Blender Knowing the student and teacher responses to the use of 3D Interactive Media Virtual Reality

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benefits of research

Theoretical Developing science education science with innovative product produced based Visual Imaging Technology Practical Models Media produced a reference school in improving the meaningfulness of learning Institutional Improving the image of the institution (UPI) with products that have intellectual property rights

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Analisasi Needs Learning Content

Assessing SK and KD and Indicators in Primary Education

Development of Virtual Reality Model Design

•  Making GBPM •  writing Flowchart •  Making Storyboard •  Expert Judgment and

Validation Model Design

Media production, and the Review Draft Model •  Modeling (Asset) •  Recording & Mixing

Sound •  Syncronizing •  Programming

Product Model Validation & Revision

Carried out within the framework of Research and Development (R & D)

Dissemination Model Interactive Virtual Reality

Socialization model through seminars, and HKI Management and National Journal

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Media Development Procedure 3D Virtual Reality

The  method  used  Quasi  Experimental  Methods  Subjects  Research:  Elementary  School  Students  in  Bandung  and  Cimahi    Design  Research:  

METHODOLOGY

Subjects  Research:  Students  of  Primay  School,    Class  IV  Research  LocaEon:  Cimahi    Elementary  School  Bandung  Elementary  School  

GROUP   TREATMENT  GROUP   CONTROL  GROUP  

DURATION  40  MINUTES   01        X        02   01                02  DURATION  30  MINUTE   01        X        02   01                02  

1.  Choosing a class 16 samples at a number of primary schools in the city of Bandung, the fourth grade, which will be grouped into 4 groups, each consisting of 4 classes.

2.  Determination and Control Experiment class 3.  Provide pretest to all students in all groups. 4.  Providing treatment (X) to the experimental group, while the control group

was given no treatment. 5.  Provide posttest, both the experimental group and the control group, to

measure student learning outcomes after treatment administration. 6.  Perform data analysis using analysis of variance (ANOVA) Factorial two

lines, followed by analsisi post-test (post hock analysis) and analysis of practical significance to explore the findings generated.

7.  Doing discussion (discussion of the results of research) and the formulation of conclusions.

RESEARCH PROCEDURES

Model assumptions that affect the optimization of media

Principles of Interactive Multimedia 3D VR

Stages of Learning (Substance)

End models (Achievement of learning outcomes)

Framework Model  RESULTS (1)

LEARNING  OUTCOME  

Framework Learning Model  

LEARNING  PROCESS  

LEARNING  RECOURCESS  

INSTRU

CTIONAL  IN

PUT  

INSTRU

CTIONAL  OUTPUT  

PRA-INSTRCTIONAL

CORE-INSTRCTIONAL

POST-INSTRCTIONAL

EXPLORATION,  ELABORATION  &  CONFIRMATION  OF  MOVIE  3D  VR  

ReflexEon,  Conclusion,  Post  Test  &  Followup  

InstrucEonal  goals  

Content  Learning  Learning  M

ethod  Learning  Content  

Learning    EvaluaEon  

RESULTS (2)

1.  Students are enthusiastic in use Interactive Multimedia 3D-VR

2.  Students requesting media play repeatedly (show interest)

3.  Students are willing to try and practice

4.  Emulate the positive fit taught in Multimedia 3D-VR

5.  Multimedia 3D-VR increase student motivation

6.  Students can answer questions with a good teacher, about content taught in Multimedia 3D-VR

7.  Increase students' knowledge 8.  Helping students develop positive

character

RESULTS (3)

Student response to

the use of 3D Interactive Multimedia

Virtual reality (3D-VR)  

Nama Sekolah Kelas

Rata-Rata Gain

SD CIMAHI MANDIRI

Pre-Tes Post Test

EKSPERIMEN 55.13 82.13 27

KONTROL 50.53 68.06 17.53

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10  

20  

30  

40  

50  

60  

70  

80  

90  

PRE-­‐TES   POST  TEST   GAIN  

skor  hasil  be

lajar  (100)  

kategori  

EKSPERIMEN  

KONTROL  

Student Results-1 Elementary School  

RESULTS (4)

SCHOOL  CLASS  

AVERAGE  

EXPERIMENT  CONTROL  

EXPERIMENT  CONTROL  

ELEMENTARY  SCHOOL-­‐1  

Nama Sekolah Kelas

Rata-Rata Gain

SD CIMAHI JATAYU BANDUNG

Pre-Tes Post Test

EKSPERIMEN 53.33 72.26 18.93

KONTROL 50.53 68.06 17.53

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10  

20  

30  

40  

50  

60  

70  

80  

PRE-­‐TES   POST  TEST   GAIN  

Axis  Title  

Axis  Title  

EKSPERIMEN  

KONTROL  

Student Results-2 Elementary School  

RESULTS (5)

SCHOOL  CLASS  

AVERAGE  

EXPERIMENT  

CONTROL  

EXPERIMENT  CONTROL  

ELEMENTARY  SCHOOL-­‐2  

1.  Interactive Multimedia Design 3D-models of VR consists of four layers of elements, namely: (1) The outermost layer asusmsi optimization model that affect the model, (2) layer model principle (3) layer which contains stages in learning the material (4). Core layer into the core target of the control aspects of student learning outcomes.

 

CONCLUSION

2.  Learning implementation of 3D-VR Interactive Media consists of three main stages, namely: (1) input, (2) process, (3) Output. The focus of the use of 3D Virtual Reality Interactive Media is the elaboration phase of knowledge and learning content, students actively use the media facilitated by the teacher.

CONCLUSION

3  Forms of assessment of learning Using authentic assessment, relevant to the purpose of interactive multimedia characteristics. Type of assessment used is a test, with the form of pencil and paper test with an objective test techniques and assessment of activities and student responses.

CONCLUSION

4. Student response Artifacts positive response from the students to the use of 3D Virtual Reality Interactive Media in Thematic. In general, students are active, creative, enthusiastic, willing to do the exercises properly and there is an increase in students' motivation

CONCLUSION

5  learning outcomes Use of Interactive Media 3D Virtual Reality proved to be effective can improve student learning outcomes in Thematic Elementary School. This can be evidenced an increase in learning outcomes between the pre-test to post-test in two school sites, namely SD-1 and SD-2. Score learning outcomes in the experimental class in each school proved to be higher than the control class.

CONCLUSION

Thank You