March 2024

Volume 07 Issue 03 March 2024
Development of Virtual Reality-Based Project-Based Learning Media and its Effectiveness for Historical Thinking Skills
1Arti Permata Sari, 2Nurul Umamah, 3Mohamad Na’im
1Student, Magister of Social Education, Faculty of Teacher Training and Education, University of Jember, Indonesia
2,3Department of History Education, Faculty of Teacher Training and Education, University of Jember, Indonesia
DOI : https://doi.org/10.47191/ijsshr/v7-i03-38

Google Scholar Download Pdf
ABSTRACT

This development research aims to produce a Virtual Reality Media product based on Project Based Learning that is validated by experts and its effectiveness on Historical Thinking Skill. The development model used is the ASSURE Model. The development of this media has gone through stages of expert validation, user trials, small group trials, and main field trials involving 32 students to determine the level of effectiveness of the developed product. Data analysis was done using paired sample t-tests and effectiveness tests using eta squared formula. The expert validation results consisted of three experts: media design validation with a score of 4.5 (Above Average), subject matter validation with a score of 4.7 (Outstanding), and language validation with a score of 4.9 (Outstanding). In the user trial results, a score of 4.7 (Outstanding) was obtained. The expert validation results for media design showed that the media can be used with minimal revisions, while the validation results for subject matter, language, and user trials showed that the media can be used without revisions. The effectiveness test results of the media on historical thinking skills showed a value of 0.801 in the small group trial and a value of 0.61 in the large group trial, placing the effectiveness test results in the "large effect" category. Based on the effectiveness test results, the Virtual Reality media based on project-based learning has been proven to have a significant effect in improving students' historical thinking skills.

KEYWORDS:

Media Virtual Realiy, Project Based Learning, Historical Thinking Skill, Instructional media, Learning History

REFERENCES
1) P, Sivasankaran, and Mr. R. Karthikeyan. 2021. “Industry 4.0 Challenges and Implementation in Education Sector in India.” International Journal of Research -GRANTHAALAYAH 9(5):74–85. doi: 10.29121/granthaalayah.v9.i5.2021.3911.

2) Fahmi, Ahmad Nur, Munawir Yusuf, and Mohammad Muchtarom. 2021. “Integration of Technology in Learning Activities: E-Module on Islamic Religious Education Learning for Vocational High School Students.” Journal of Education Technology 5(2):282–90. doi: 10.23887/jet.v5i2.35313.

3) Akcil, Umut, Huseyin Uzunboylu, and Elanur Kinik. 2021. “Integration of Technology to Learning-Teaching Processes and Google Workspace Tools: A Literature Review.” Sustainability (Switzerland) 13(9). doi: 10.3390/su13095018.

4) Akram, Huma, Abbas Hussein Abdelrady, Ahmad Samed Al-Adwan, and Muhammad Ramzan. 2022. “Teachers’ Perceptions of Technology Integration in Teaching-Learning Practices: A Systematic Review.” Frontiers in Psychology 13(June):1–9. doi: 10.3389/fpsyg.2022.920317.

5) Umamah, Nurul. 2017. “PEMBELAJARAN SEJARAH KESIAPANNYA MENGHADAPI TANTANGAN ZAMAN.” PEMBELAJARAN SEJARAH KESIAPANNYA MENGHADAPI TANTANGAN ZAMAN 3(3):69–70.

6) Nafi’ah, Ulfatun, Ari Sapto, Joko Sayono, and Aulia Herdiani. 2022. “Peningkatan Kapasitas Guru Dalam Mengembangkan Media Pembelajaran Berbasis Augmented Reality Untuk Menyelaraskan Pembelajaran Sejarah Dengan Kebutuhan Masa Kini.” Historia: Jurnal Pendidik Dan Peneliti Sejarah 5(1):49–56. doi: 10.17509/historia.v5i1.38950.

7) Farizi, Shohib Furqon.2020. Pengembangan Media Pembelajaran Sejarah Schoology Berbasis Discovery Leraning untuk Meningkatkan Historical Analysis Dengan Menggunakan Model ASSURE. Universitas Jember

8) Ariatama, S., M. M. Adha, Rohman, A. T. Hartinio, and E. P. Ulpa. 2021. “Penggunaan Teknologi Virtual Reality (VR) Sebagai Upaya Eskalasi Minat Dan Optimalisasi Dalam Proses Pembelajaran Secara Online Dimasa Pandemik.” Semnas FKIP 2:1–12.

9) Almira, H. G. 2021. “Penggunaan Teknologi Virtual Reality Pada Media Pembelajaran Mata Kuliah Fotografi Dasar.” Jurnal Laporan Akhir Teknik Komputer 1(2):30–40.

10) Elmqaddem, Noureddine. 2019. “Augmented Reality and Virtual Reality in Education. Myth or Reality?” International Journal of Emerging Technologies in Learning 14(3):234–42. doi: 10.3991/ijet.v14i03.9289.

11) Pallant, J. (2007). SPSS survival manual—A step by step guide to data analysis using SPSS for windows (3rd ed.). Maidenhead: Open University Press.

12) Xie, Y., Fang, M., & Shauman, K. (2015). STEM education. Annual review of sociology, 41, 331-357.

13) Ruli Seftiana Aziza, Nana Supriatna, 2021. Using E-Module Based on Historical Thinking Skill as a Distance Learning Solution. Proceedings of the 6th International Conference on Education & Social Sciences (ICESS 2021. Atlantis Press, pp 293-300. https://doi.org/10.2991/assehr.k.210918.054

14) Pratama, R.A., Pratiwi, I.M., Saputra, M.A., & Sumargono, S. (2022). Integration of STEM education in history learning. International Journal of Evaluation and Research in Education (IJERE).

15) Phyllis C. Blumenfeld, Elliot Soloway, Ronald W. Marx, Joseph S. Krajcik, Mark Guzdial & Annemarie Palincsar (1991) Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning, Educational Psychologist, 26:3-4, 369-398, DOI: 10.1080/00461520.1991.9653139

16) Yi, L.Y., Awang, M.M., Ahmad, A.R., & Dahalan, S.C. (2019). The Use of Technological Approach in Stimulate Students’ Historical Thinking Skill. In N. Noordin, & N. Ngadnon (Eds.), Sustainable Development and Societal Wellbeing in The Current Technological Era (pp. 53 - 58). Padang: Redwhite Pres. https://doi.org/10.32698/GCS.0170

17) Boyles, B.D. (2017). Virtual Reality and Augmented Reality in Education.

18) Pantelidis, V. S. (1993). Virtual Reality in the Classroom. Educational Technology, 33(4), 23–27. http://www.jstor.org/stable/44428033

19) YILDIRIM, Gürkan, Mehmet ELBAN, and Serkan YILDIRIM. 2018. “Analysis of Use of Virtual Reality Technologies in History Education: A Case Study.” Asian Journal of Education and Training 4(2):62–69. doi: 10.20448/journal.522.2018.42.62.69.

20) Patterson, Timothy & Han, Insook & Esposito, Laurie. (2022). Virtual reality for the promotion of historical empathy: A mixed-methods analysis. Theory & Research in Social Education. 50. 1-28. 10.1080/00933104.2022.2118091.

21) Rahim, M.Z.N.M., Ahmad, A.R., Awang, M.M., & Dahalan, S.C. (2019). Project-Based Learning: Improving Historical Thinking Skills Ability. In N. Noordin, & N. Ngadnon (Eds.), Sustainable Development and Societal Wellbeing in The Current Technological Era (pp. 64 - 68). Padang: Redwhite Pres. https://doi.org/10.32698/GCS.0172

22) Wineburg, Sam. 2006. Berfikir Historis: Memetakan Masa Depan, Mengajarkan Masa Lalu (Terjemahan). Jakarta: Yayasan Obor Indonesia.

23) Crabtree, C. dan Nash, G. B. (1994). National Standards for United States History: Exploring the American Experience. Grades 5-12. Expanded Edition. Including Examples of Student Achievement. Tersedia di: http://eric.ed.gov/?id=ED375076

24) Ikhsan, Jaslin, Kristian Handoyo Sugiyarto, and Tiwi Nur Astuti. 2020. “Fostering Student’s Critical Thinking through a Virtual Reality Laboratory.” International Journal of Interactive Mobile Technologies 14(8):183–95. doi: 10.3991/IJIM.V14I08.13069.

25) Crosier, Joanna K., Sue V. G. Cobb, and John R. Wilson. 2000. “Experimental Comparison of Virtual Reality with Traditional Teaching Methods for Teaching Radioactivity.” Education and Information Technologies 5(4):329–43. doi: 10.1023/A:1012009725532.

26) Zhao, Wenru, Liping Su, and Fengju Dou. 2023. “Designing Virtual Reality Based 3D Modeling and Interaction Technologies for Museums.” Heliyon 9(6):e16486. doi: 10.1016/j.heliyon.2023.e16486

27) Zhiyi Hu, Liangfang Liu. 2023. Research on the application of virtual reality technology in 3D animation creation, Optik,Volume 272, 2023,170274. https://doi.org/10.1016/j.ijleo.2022.170274 .

28) Sinambela, M. Bashoirul W., Yerry Soepriyanto, and Eka Pramono Adi. 2018. “Taman Peninggalan Sejarah Berbasis Virtual Reality.” JKTP: Jurnal Kajian Teknologi Pendidikan 1(1):7–12.
Volume 07 Issue 03 March 2024

Indexed In

Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar