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Original Research

DEVELOPMENT OF VIRTUAL REALITY-BASED LEARNING MEDIA TO IMPROVE STUDENT LEARNING OUTCOMES IN ELEMENTARY SCHOOL

MARDIKI SUPRIADI 1, I MADE CANDIASA 2, GEDE RASBEN DANTES 3, and KADEK YOTA ERNANDA ARYANTO 4.

Vol 18, No 08 ( 2023 )   |  DOI: 10.5281/zenodo.8285332   |   Author Affiliation: Universitas Pendidikan Ganesha, Indonesia 1,2,3,4.   |   Licensing: CC 4.0   |   Pg no: 677-682   |   Published on: 22-08-2023

Abstract

Educators use various methods to explain the material so that learning objectives can be achieved., one of the methods is by utilizing learning media. The purpose of using learning media in learning activities is to facilitate communication and learning. The use of media in learning activities aims to attract the attention of students and strengthen their concentration when receiving material from educators. The development of virtual reality media is an effort to realize educational goals. One of the successes of learning lies in the ability of students' learning outcomes. Learning outcomes are essential for students as a benchmark of the extent to which students understand the material delivered by educators. Virtual reality media make learning outcomes the basis of development. The purpose of this study is to develop products in the form of virtual reality media to improve the learning outcomes of elementary school students. This research is development research with the 4D development model from Thiagarajan. The development model consists of the stages define (design), design (design), develop (development), and disseminate (deployment). The tests were done in a limited environment with a total of x students divided into two classes, namely experiment and control class. Data collection instruments, in the form of a questionnaire, were distributed to experts in the material, media, and field application. Student learning outcomes of the experimental class and the control class can be concluded that the virtual reality-based learning media used in the experimental class are stated to be more effective and can improve student learning outcomes by a percentage of 100% while the control class gets 77.3%.


Keywords

Learning Media, Virtual Reality, Learning Outcomes