ANALISIS PEMBELAJARAN ; MENUJU PEMBELAJARAN VIRTUAL REALITY BERBASIS PENDEKATAN KONSTRUKTIVIS DAN PENERIMAAN TEKNOLOGI

' Nofri Hendri, Darmansyah, Fetri Yeni, J(1),
(1)   Indonesia

Corresponding Author


DOI : https://doi.org/10.24036/et.v8i2.110954

Full Text:    Language : id

Abstract


In the constructivist paradigm, Virtual Reality technology focuses on the active interactive learning process of learners and attempts to reduce the gap between learner knowledge and real life experiences. Recently, virtual reality technologies have been developed for various applications in education, but more research is needed to establish appropriate and effective learning techniques and practices to motivate meaningful learning. The results showed that self-efficacy and perceived interaction are two important factors affecting perceived ease of use, perceived usefulness and learning motivation. In addition, learning motivation is also a predictor for influencing perceived usefulness. After that, perceived ease of use, perceived usefulness, and motivation to learn are three important factors that influence students' intentions to use virtual reality learning environments.

Keywords: virtual reality (VR), constructivism, technology acceptance model (TAM), perceived self-efficacy, learning motivation, perceived interaction


References


Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change, Psychological Review, 84, 191–215. “

“Binanto, Iwan. 2004. Multimedia Digital-Dasar Teori dan Pengembangannya. Yogyakarta: Andi. “

“Bricken, M. (1991). Virtual worlds: No interface to design. In M. Benedikt (Ed.), Cyberspace: First steps. Cambridge, MA: MIT Press. “

“Burdea, GC, & Coiffet, P. (2003). Virtual reality technology, (2nd ed.), New York: John Wiley & Sons. “

“Byrne, CM (1996). Water on tap: The use of virtual reality as an educational tool (Doctoral Dissertation). Department of Industrial Engineering, University of Washington, Seattle, WA. “

“Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51(1), 341-377. “

“Huang, HM, Rauch, U., & Liaw, S.-S. (2010). Investigating learners' attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171-1182. “

“Islam, AKMN (2013). Investigating e-learning system usage outcomes in the university context. Computers & Education, 69, 387–399. “

“Keller, J. (1987). Development and use of the ARC model of motivation design. Journal of Instructional Development, 10(3), 2-10. “

“Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. NY: Cambridge University Press. “

“Lee, GA, & Kim, GJ (2009). Immersive authoring of tangible augmented reality content: A user study. Journal of Visual Languages and Computing, 20, 61–79. “

“Nicholson, DT, Chalk, C., Funnell, WRJ, & Daniel, SJ (2006). Can virtual reality improve anatomy education? A randomized controlled study of a computer-generated three-dimensional anatomical ear model. Medical Education, 40, 1081-1087. “

“Pan, Z., Cheok, AD, Yang, H., Zhu, J., & Shi, J. (2006).Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30, 20-28. “

“Reeves, TC (1993).Interactive learning systems as mindtools. In P. Newhouse (Eds.), Viewpoints 2 (pp. 2-11, 29). Perth: ECAWA. “

“Suwanto, I,T., 2004. Desain dan Implementasi Virtual Reality 3D, Perpustakaan Universitas Brawijaya, Indonesia.


Article Metrics

 Abstract Views : 264 times
 PDF (Bahasa Indonesia) Downloaded : 96 times

Refbacks

  • There are currently no refbacks.