ADDIE method for implementation of virtual reality in online course using model project-based learning

Authors

  • Herri Akhmad Bukhori Program Studi Pendidikan Bahasa Mandarin, Fakultas Sastra Universitas Negeri Malang, Jl. Semarang No. 5, Malang, Indonesia
  • S Sunarti Program Studi Pendidikan Bahasa Mandarin, Fakultas Sastra Universitas Negeri Malang, Jl. Semarang No. 5, Malang, Indonesia
  • Tiksno Widyatmoko Program Studi Pendidikan Bahasa Mandarin, Fakultas Sastra Universitas Negeri Malang, Jl. Semarang No. 5, Malang, Indonesia
  • Hie Ling Ting Academy of Language Studies, Universiti Teknologi Mara, 94300 Kota Samarahan, Sarawak Branch, Malaysia

DOI:

https://doi.org/10.22219/jinop.v8i1.18905

Keywords:

ADDIE, Virtual Reality, Project-Based Learning

Abstract

This research aims to implement virtual reality (VR) in online learning for the Chinese language of learning. Model learning in this research is project-based learning to support media in VR. The development of VR in online learning used the ADDIE method because this research developed a media and for using it, students have model learning as project-based learning. The target of this research is the effectiveness of using VR in online learning to improve the cognition of students. In this research, VR was tested by 20 students to get data on students’ cognition. The result of this research, VR had effective around 78% compared to without using VR

Downloads

Download data is not yet available.

References

Agusrina, V. (2008). Peningkatan kemampuan siswa dalam bahasa Mandarin dengan pemanfaatan media pembelajaran. https://eprints.uns.ac.id/7213/

Akhmad Bukhori, H., & Widyatmoko, T. (2021). Independent Learning Method Based on Virtual Reality to Improve Foreign Language Skills.

Aldoobie, N. (2015). ADDIE Model. American International Journal of Contemporary Research, 5(6). www.aijcrnet.com

Castro-Lopes, F., Santos-Pereira, C., Durão, N., & Fernandes, S. (2021). Students’ perceptions of the use of traditional methods and active learning strategies in the classroom: Findings from a case study. International Symposium on Project Approaches in Engineering Education, 11, 367–374. https://doi.org/10.5281/zenodo.5098290

Chen, G. (2020). A visual learning analytics (VLA) approach to video-based teacher professional development: Impact on teachers’ beliefs, self-efficacy, and classroom talk practice. Computers and Education, 144(June 2019), 103670. https://doi.org/10.1016/j.compedu.2019.103670

Cheng, A., Yang, L., & Andersen, E. (2017). Teaching language and culture with a virtual reality game. Conference on Human Factors in Computing Systems - Proceedings, 2017-May, 541–549. https://doi.org/10.1145/3025453.3025857

Dwi Wahyono, I., Putranto, H., Saryono, D., & Asfani, K. (2020). Development of a Personalized Virtual Laboratory Using Artificial Intelligent.

Fleischmann, K. (2021). Hands-on versus virtual: Reshaping the design classroom with blended learning. Arts and Humanities in Higher Education, 20(1). https://doi.org/10.1177/1474022220906393

Guo, P., Saab, N., Post, L. S., & Admiraal, W. (2020). A review of project-based learning in higher education: Student outcomes and measures. International Journal of Educational Research, 102. https://doi.org/10.1016/j.ijer.2020.101586

Hari, Y., Aspali, D., & Hermawan, B. (2015). INTERPRETASI E-LEARNING SEBAGAI SUPPORT MEDIA UNTUK PEMBELAJARAN BAHASA MANDARIN BAGI SISWA SEKOLAH DASAR. Jurnal Informatika, 12(2). https://doi.org/10.9744/informatika.12.2.77-83

Hari, Y., & Budi Hermawan, dan. (2014). Smartphone sebagai Media Pemeblajaran Bahasa Mandarin.

Hari, Y., & Hermawan, B. (2015). Rancang Bangun Media Pembelajaran Bahasa Mandarin Berbasis Mobile Learning. Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI), 4(1). http://library.epfl.ch/

Hero, L. M., & Lindfors, E. (2019). Students’ learning experience in a multidisciplinary innovation project. Education and Training, 61(4), 500–522. https://doi.org/10.1108/ET-06-2018-0138

Mee, C. K., Khoo, L., Sui, M., Binti Salam, S., Maklumat, F. T., & Komunikasi, D. (2018). Undergraduate"s Perception on Massive Open Online Course (MOOC) Learning to Foster Employability Skills and Enhance Learning Experience. In IJACSA) International Journal of Advanced Computer Science and Applications (Vol. 9, Issue 10). www.ijacsa.thesai.org

Pankhurst, M. M. (2012). Rhotic lenition is a marker of a dominant character type in northern Mandarin Chinese.

Putri Iriani, A., Fitri Abidin, S. F., & Safitri, S. R. (2019). Project-based Learning in Chinese Classroom: A Way to Stimulate Students. KnE Social Sciences, 3(10), 77. https://doi.org/10.18502/kss.v3i10.3890

Saputra, S., Rahmawati, T. D., & Safrudin, N. (2020). Pengembangan puzzle square sebagai media pembelajaran interaktif menggunakan macromedia flash 8. JINoP (Jurnal Inovasi Pembelajaran), 6(2). https://doi.org/10.22219/jinop.v6i2.12096

Seechaliao, T. (2017). Instructional Strategies to Support Creativity and Innovation in Education. Journal of Education and Learning, 6(4), 201. https://doi.org/10.5539/jel.v6n4p201

Semela, T., Bohl, T., & Kleinknecht, M. (2013). Civic education in Ethiopian schools: Adopted paradigms, instructional technology, and democratic citizenship in a multicultural context. International Journal of Educational Development, 33(2), 156–164. https://doi.org/10.1016/j.ijedudev.2012.03.003

Sun, W., & Liang, M. (2016). CHINESE-LANGUAGE MEDIA IN AUSTRALIA: Developments, Challenges and Opportunities CHINESE-LANGUAGE MEDIA IN AUSTRALIA 3.

Sunarti, ., Widyatmoko, T., Rizman, ., Bukhori, H. A., & Wahyono, I. D. (2021). Implementation of Chinese Folklore Virtual Content Using an Expert System. KnE Social Sciences, 56–64. https://doi.org/10.18502/kss.v5i6.9178

Sunarti, S., Widyatmoko, T., Muyassaroh, L. U., Ardiyani, D. K., Hidayat, E., & Mintowati, M. (2020). New Smart Virtual Content for Hanzi Characters in Mandarin Laboratories.

van Vliet, E. A., Winnips, J. C., & Brouwer, N. (2015). Flipped-class pedagogy enhances student metacognition and collaborative-learning strategies in higher education but the effect does not persist. CBE Life Sciences Education, 14(3). https://doi.org/10.1187/cbe.14-09-0141

Wahyono, I. D., Saryono, D., Asfani, K., Ashar, M., & Sunarti. (2020). Smart online courses using computational intelligence. International Journal of Interactive Mobile Technologies, 14(12), 29–40. https://doi.org/10.3991/IJIM.V14I12.15601

Widyatmoko, T., & Akhmad Bukhori, H. (2021). An Experimental Approach in Implementation of Virtual Reality for Improving Psychomotor Skill in Listening Course.

Xu, C. (2021). PBL English micro-audio and video teaching model based on data mining algorithm. Journal of Intelligent & Fuzzy Systems, 1–9. https://doi.org/10.3233/JIFS-189912

Yan, J., Li, L., Yin, J., & Nie, Y. (2018). A comparison of flipped and traditional classroom learning: A case study in mechanical engineering. International Journal of Engineering Education, 34(6).

Yin, E. L., & Huat, K. T. (2021). Project-Based Learning in Teaching Mandarin as Foreign Language: Theory to Practice. International Journal of Academic Research in Business and Social Sciences, 11(4). https://doi.org/10.6007/ijarbss/v11-i4/9699

Downloads

Published

05/31/2022

How to Cite

Bukhori, H. A. ., Sunarti, S., Widyatmoko, T. ., & Ting, H. L. . (2022). ADDIE method for implementation of virtual reality in online course using model project-based learning. JINoP (Jurnal Inovasi Pembelajaran), 8(1), 33–41. https://doi.org/10.22219/jinop.v8i1.18905

Issue

Section

Articles