DEVELOPMENT
OF VIRTUAL REALITY-BASED LEARNING MEDIA FOR PRODUCT-SETTING SUBJECTS IN
VOCATIONAL SCHOOLS
Andi Rahmadi1, Ivan Hanafi2, Sukardjo3
Universitas Negeri Jakarta, Jakarta, Indonesia
[email protected]1, [email protected]2,
[email protected]3
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ABSTRACT
The research aims to develop learning media based
on Virtual Reality for the Product Management subject at SMKN 14 Jakarta. The
study uses research and development methods (Research & Development) using
the combined procedure reference development model between the Borg and Gall
models, the Dick Carey Model), and the Hannafin and Peck Models. This model is
carried out through needs analysis, design, development, testing,
implementation, and maintenance. The results of this study are as follows. (In
summary, the research went through several key stages: 1) The analysis stage
highlighted the limitations of practical facilities for the Limited Product
Arrangement subject. 2) The design phase resulted in a comprehensive design,
including Virtual Reality illustrations with 3D display designs, color
selection, typography, page layouts, images, videos, audio, and interface
designs. 3) During the development of Virtual Reality products, the researcher
processed the content into a medium using the Unity Engine application. 4) The
testing phase, which included material and media testing, produced highly
favorable results. Material experts rated content quality and objectives at 4.8
in the "very feasible" category, while media experts found functional
suitability very doable with a percentage score of 4.67. Usability testing
yielded a score of 4.7, indicating good usability. Performance efficiency met
standards and effectively engaged students' learning interest. Overall, these
findings demonstrate the success of the research in developing Virtual
Reality-based learning materials for the Product Arrangement subject.
Keywords: school facilities,
technology, multimedia.
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Corresponding
Author: Andi Rahmadi
Email: [email protected]
INTRODUCTION
Education is a significant thing for
the progress of life in a country. Every citizen has the right to get a decent
and good education. Knowledge about learning is often obtained through
observing the behavior of individuals or groups who are carrying out learning
tasks. This process is often referred to as �observation of learning� or
�observation in a learning context.�
Facilities at school play a
crucial role in advancing the world of education, especially in vocational
schools. Quality factor vocational school graduates are facilities and
infrastructure like buildings and facilities other for support the learning and
teaching process like tool demonstration and practice, laboratory or hall
exercise work (BLK) as place practice Work for school Vocational skills are
needed by students
Currently Lots of schools No own
or lack facility practice. That will give rise to the gap between understanding
theory and Practice, ultimately producing quality graduates. Practice is
activities that are not inseparable from the learning process teaching in
vocational education
As
stated in Basic Competency 4.5 on the eye lesson Structuring Products
containing material Practice about grouping characteristics of product drink,
food, fresh and cosmetics in supermarkets, FashionFashion and sport
Table 1. Condition of
outlets at SMKN 14 Jakarta
|
Types of
Learning |
Outlets |
Product |
Information |
|
Structuring drink, food, fresh
and cosmetics |
There is |
There is |
Learning to Walk with Good |
|
Structuring Fashion and sport |
Nothing |
Incomplete |
Learning is not effective |
From the interview results, it is
necessary To develop the learning process on the existing Basic Competency 4.5
curriculum fashion and sports styling that can filled by schools.
As time, development, technology,
and information become things that do not can denied again. Progress demands
that man be more used to sophisticated technology, likewise, in the world of
education. Onward development of technology and information can make it easier
for schools, for example, by utilizing media-based learning technology and
creativity and innovation
One technology that is very
popular now is Virtual Reality. Virtual Reality constitutes An enabling
technology we enter the Virtual world with A glass eye projection
Based on research conducted
by� Soliman, M., Pesyridis, A., Dalaymani
-Zad, D., Gronfula, M., & Kourmpetis, M. (2021) with the title " The
Application of Virtual Reality in Engineering Education� states that the use
Virtual Reality concluded beneficial for students and universities
Virtual Reality can help eye
lesson arrangement products for SMKN 14 Jakarta. With virtual Reality, practice
eye lesson arrangement product participants can feel a lasting atmosphere in an
outlet and organize products in the virtual world. This, too, will make SMKN 14
Jakarta more economical Because there is No need to buy products or build A
room practice in the form of a new outlet.
From the description above, the
researcher interested in creating learning media based virtual Reality uses
Unity Engine free software to do a study titled " Development of learning
media based Virtual Reality for Arrangement Subjects Products at SMKN 14
JAKARTA." To develop the appropriate learning media for the Product
Arrangement subject in the Business Online and Marketing program at SMKN 14
Jakarta and assess the feasibility of Virtual Reality-based learning media for
the Product Arrangement subject in the Business Online and Marketing program at
SMKN 14 Jakarta, based on expert assessments in the field of content, media,
instructional design, and feedback from students. Providing benefits to the
world of education to achieve learning objectives by utilizing the latest
technology and expanding the researcher's knowledge of the utilization process
of Virtual Reality media for school-based learning. Also, benefits for
students, as a learning medium that can assist in the Product Arrangement
learning process for the Business Online and Marketing program.
METHOD
The research uses research and development methods (Research &
Development). In this research, we developed virtual reality-based learning
media for the Product Styling subject. Experts validate each manufacturing
stage. Products produced from research can help implement learning in the
Product Arrangement subject so that the learning and teaching process will be
more effective.
Research for product development was carried out at SMKN 14 Jakarta. The
research object is students who take the Product Styling subject. The study was
conducted from July 2020 to September 2022.
RESULTS AND
DISCUSSION
Analysis
Results Need
Analysis needs to be implemented in the even
semester 2021/2022 through observations and interviews with ten students majoring
in Online Marketing Business at SMKN 14 Jakarta regarding the learning process
eye lesson arrangement product. Observation results can seen in Table 2.
Table 2. Preliminary Analysis
Study Results Need
|
Question |
Answer |
Respondent |
|
|
Amount |
% |
||
|
Availability Room Practice /Outlet |
Adequate |
2 |
20% |
|
Inadequate |
8 |
80% |
|
|
Study Using Outlets |
Need |
10 |
100% |
|
No Need |
0 |
0 |
|
|
Alternative Media |
Book Print |
2 |
20% |
|
Book Electronic |
1 |
10% |
|
|
Other |
7 |
70% |
|
|
Difficulty in learning |
Yes |
10 |
100% |
|
No |
0 |
0% |
|
|
Use of Technological Media |
Once |
10 |
100% |
|
Never |
0 |
0% |
|
|
Interest in learning media Virtual
Reality-based |
Yes |
10 |
100% |
|
No |
0 |
0% |
|
|
Interest learning practice fashion and
sport visualized in the form of Virtual Reality. |
Yes |
10 |
100% |
|
No |
0 |
0% |
|
From
the interview, analysis revealed that as many as 10 participants (80%) stated
that the availability of room practical outlets is lacking, and 10 participants
(100%) indicated that they were interested in learning media. There needs to be
more adequate outlets due to the available outlets only for food and drink.
Participants were educated to state their interest in learning material fashion
and sports visualized as Virtual Reality.
Draft
Model 1
Product
P design
On design, Media products undergo a
drafting process for creating 3D models for every 3D Object required For the
creation of Fashion and sports outlets. This stage will also determine the
type, color, texture, shape of the Object, size of letters, and pictures used

Figure 1. 3D Outlet Object

Figure 2. 3D shoe object sport

Figure 3. 3D shoe object casual

Figure 4. 3D ball object
Development Product
Development product is stage results
from existing products researched and developed. Learning media products based
Virtual Reality This developed uses game engine software Unity

Figure 5. Import 3D Object to Unity

Figure 6. Compiler and 3D Object

Figure 7. Formation of Fashion and Sports Outlet writing

Figure 8. Initial menu display
Draft Model 1 Results
Learning media profound virtual Reality
based draft form 1 is validated by expert material and expert mediaso obtained
draft model 2

Figure 9. Selection object

Figure 10. Setting Collider
Draft Model 2
After
the experts tested the draft 1 model, the stage was further repaired, so draft
model 2 was further tried out through group testing (small group try-out).
Draft 2 does not Lots experience resulting changes good visually, interactions
and objects.
Final Model
The
result of the revision draft 2 product is that the next ending will tried out
to group more students. After being tried out, participants will use Learning
media-based virtual Reality to educate for doing a post-test after using learning
media-based virtual Reality.
Media Due Diligence
Draft Model Trial 1
Learning
media-based virtual Reality, which has been successfully developed, will tested
by media and material experts To evaluate the appropriateness of learning media
products-based virtual Reality
Test
learning media experts based virtual Reality validated media experts who have
background skill in field development of learning media and programmers
developer application. Evaluation from earned media experts results in an
average score of 4.67, which shows a very worthy category with an evaluation of
several aspects seen in Table 3.
Table 3. Validation Results by Media Experts
|
No |
Rated aspect |
Media Expert 1 |
|
A |
Display Aspects |
4. 67 |
|
D |
Aspects of Media Use |
4.67 |
Expert test material validated by two experts who have skills in department
teacher field Marketing Online Business eye lesson arrangement product. The
result of the Assessment by experts got an average score of 4.8, which shows a
very worthy category with an evaluation of several aspects seen in Table
4.
������� Table 4. Validation results by material
experts
|
No |
Rated aspect |
Material Expert 1 |
|
A |
Material Aspects |
5.0 |
|
B |
Suitability of Practice Tools |
4. 6 |
Assessment results in expert material
regarding learning media virtual reality-based for eye lesson arrangement
products can conclude that the material presented can help the learning process
practice for eye lesson arrangement products
Pilot Model Draft 2
After
getting entered and continuing with revisions following input and suggestions
from media and materials experts, group testing was carried out with 5
participants educated. Test draft 2 aims to get information and feedback from
participants regarding learning media-based virtual Reality and the
effectiveness of the media on each aspect, which consists of aspects of the
material, aspects attractiveness, appearance, aspect convenience uses, and
aspects usefulness. Participants are educated to carry out the learning process
using virtual Reality; after learning, participants are asked to give an
assessment on the questionnaire and give comments in the form of suggestions
regarding learning media-based virtual Reality for eye lesson arrangement
products
Table
5. Small Group Test Assessment Results
|
No |
Rated aspect |
Average Results |
|
A |
Material Aspects |
4, 66 |
|
B |
Aspects of Attractiveness Skills |
4, 64 |
|
C |
Aspect Convenience Usage |
4, 68 |
|
D |
Benefit Aspect |
4.45 |
Final Product Testing
Product
end constitutes results final after a revision process from the draft 2 model
trial, then continued testing field with 35 participants educated. Please test
it out. The product aims to get information and feedback from participants
regarding learning media based on virtual Reality and the effectiveness of the
media in each aspect. Participant students are very enthusiastic. For practice
arrangement products, use virtual Reality
Table
6. Final Product Trial Assessment
Results
|
No |
Rated aspect |
Average Results |
|
A |
Material Aspects |
4, 42 |
|
B |
Aspects of Attractiveness Skills |
4, 36 |
|
C |
Aspect Convenience Usage |
4, 45 |
|
D |
Benefit Aspect |
4, 38 |
CONCLUSION
Research and development
(R&D) methods generally cover the stage study initial, development of the
product, and testing and revision of the product. After success, develop the
product. Stage further testing was carried out on products tested by media and
materials experts based on test results. Based on learning media trial results
based on virtual Reality stated that the use of learning media virtual
reality-based for eye lesson arrangement products can be said worthy based on
results from media expert tests, experts materials, and feasibility tests to
respondents participant educate.
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