HomeInternational Journal of Multidisciplinary: Applied Business and Education Researchvol. 5 no. 12 (2024)

Implementation of Mobile Based Virtual Reality on the Knights and Garuda Birds Folklore in the Legend of Mount Mekongga at Grade 7 of SMP Negeri 2 Kendari

Arifin Tahir | Muhlis Tahir | La Ode Muhammad Ruspan Takasi | Alif Adillah Nugraha Arifrahman

Discipline: social sciences (non-specific)

 

Abstract:

Indonesia is a country rich in cultural values passed down from generation to generation, such as folklore. This challenge is because folklore in Indonesia is told orally and mostly only documented in the form of story books. So that folklore can be reinterested by children and to achieve the objectives of the learning process, visualizations are made using Virtual Reality technology. The folklore that will be raised is a folk tale from the province of Southeast Sulawesi entitled About the Knights and the Garuda Bird in the Legend of the Formation of Mount Mekongga. The purpose of this research is to be able to maintain folklore as a national culture in the midst of the development of fictional stories by utilizing Virtual Reality technology. By using 2D moving image visualization and using Virtual Reality technology with the Sprint Model, it is hoped that students will be more interested in knowing folklore. There is an effect of learning models using Virtual on students on folklore material in class VII at SMPN 2 Kendari based on the gain test results that get a value of 0.6093, meaning that the learning outcomes before getting treatment with already getting treatment have increased by 0.6093. Stu-dent responses to questionnaires from student answers obtained a percentage of 85.5%, student responses after the learning process can be included in the "Very Strong" category. So, it can be con-cluded that the learning process by applying Virtual Reality gets a good response from all students.



References:

  1. Abdjul, T. (2019). Penerapan pembelajaran berbasis virtual laboratory terhadap hasil belajar siswa pada konsep gelombang bunyi dan cahaya di SMA Kabupaten Bone Bolango. Seminar Nasional Teknologi dan Humaniora (SemanTECH), 1(1), 382-387.
  2. Abdulghani, T., Ramadhan, B., & Jayusman, Y. (2018). Buku dongeng timun mas berbasis augmented reality sebagai media pembelajaran untuk anak. J Bangkit Indones., 7(2), 10-16. https://doi.org/10.52771/bangkitindonesia.v7i2.80
  3. Anggraini, W. F., Susanto, T., & Ahmad, I. (2022). Sistem informasi pemasaran hasil kelompok wanita tani desa sungai langka menggunakan metode design sprint. JTSI, 3(1), 34–40. https://doi.org/10.33365/jtsi.v3i1.1657
  4. Ariatama, S., Adha, M. M., Rohman, Hartinio, A. T., & Ulpa, E. P. (2021). Penggunaan teknologi virtual reality (VR) sebagai upaya eskalasi minat dan optimalisasi dalam proses pembelajaran secara online di masa pandemik. In Seminar Nasional FKIP on Bandar Lampung: 16 February; Universitas Lampung.
  5. Chusyairi, A., & Subari, S. S. (2020). Perancangan e-recruitment dosen baru berbasis web dengan metode design sprint. Informatics Educators Professional: J Informatics, 5(1), 11-22. https://doi.org/10.51211/itbi.v5i1.1408
  6. Dewi, R. K. (2020). Pemanfaatan media 3 dimensi berbasis virtual reality untuk meningkatkan minat dan hasil belajar IPA siswa kelas V SD. J Pendidikan, 21(1), 28-37. https://doi.org/10.33830/jp.v21i1.732.2020
  7. Monita, T., Sari, R. D., Randikai, M., & Ibrahim, A. (2019). Analisis pengaruh minat belajar siswa/i terhadap media pembelajaran berbasis augmented reality. POSITIF: J Sistem Teknologi Informasi, 5(1), 34-38. https://doi.org/10.31961/positif.v5i1.675
  8. Pratiwi, E. (2019). Efektivitas metode bercerita dengan media berbasis digital pada anak usia dini di era industri 4.0. In Seminar Nasional Inovasi dalam Penelitian Sains, Teknologi dan Humaniora - InoBali 2019, 629-636.
  9. Sukaryawan, I. M., Sugihartini, N., & Pradnyana, I. M. A. (2019). Pengaruh penggunaan media virtual reality terhadap hasil belajar anak kelompok B pada tema pengenalan binatang buas. JPTK, 16(1), 118-128. https://doi.org/1.23887/jptk-undiksha.v16i1.16978
  10. Swalaganata, G., Octareissa, A., & Rosyadi, H. E. (2020). Buwung AR: Media pembelajaran buku dongeng burung pipit berbasis augmented reality untuk anak usia dini. In Seminar Nasional Sistem Informasi (SENASIF) 2020 on Malang: 20 October 2020; Universitas Merdeka.
  11. Tahir, M., & Sitompul, N. (2021). Penerapan algoritma fp-growth dalam menentukan kecenderungan mahasiswa mengambil mata kuliah pilihan. J Ilmiah Nero, 6(1), 56-63. http://dx.doi.org/10.21107/nero.v6i1.216
  12. Thahir, R., & Kamaruddin, R. (2021). Pengaruh media pembelajaran berbasis augmented reality (AR) terhadap hasil belajar biologi siswa SMA. J Ris dan Inov Pembelajaran, 1(2), 24-35. https://doi.org/10.51574/jrip.v1i2.26