Research

Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse

Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse

Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse

By Ketut Agustini, I Made Putrama, Dessy Seri Wahyuni, and I Nengah Eka Mertayasa

Abstract

"Abstract—Technological development provides many benefits in learning process, such as the development of the learning method, media, strategy, and design. Based on the observation had been done at History department, UNDIKSHA showed that the students had problems in learning process especially in Indonesian Prehistory Course. The lecturer still focused on teacher-centered method and book only without using technological development. That is why, students’ interest, motivation, and understanding towards the learning process could be categorized as low. This research aimed to describe the implementation of gamification technique and virtual reality in developing an educational game to help students in recognizing the prehistoric objects, increasing the students’ motivation and activeness, and giving immersive experience learning toward the metaverse. This research used ADDIE Model method and was analyzed by using descriptive quantitative and qualitative. The subjects were 20 students of the History department at UNDIKSHA. The result showed that the average response of the 20 users was 91.81% which could be categorized as very positive. The effect score was 0.80 which could be categorized as very effective. It was counted by using N-Gain Score. So, gamification based on virtual reality could increase the students’ activeness, interest, motivation, and understanding toward the prehistoric objects."

Reference

Agustini, K., Putrama, I. M., Wahyuni, D. S., & Mertayasa, I. N. E. (2023). Applying gamification technique and virtual reality for prehistoric learning toward the metaverse. International Journal of Information and Education Technology, 13(2), 247-256.

http://www.ijiet.org/vol13/IJIET-V13N2-1802-IJIET-5586.pdf

Keywords

gamification, metaverse, prehistoric objects, virtual reality