Virtual Reality Trimatra and Dwimatra Laboratory Visual Art Materials for Higher Education
Abstract
Dwimatra and trimatra are currently the main material for university fine arts courses. As a partner campus for the MBKM program, it is obligatory to provide compulsory courses in two dimensions and three dimensions. However, this course is prone to learning misconceptions. As a learning process that prioritizes aesthetics, students are not provided an optimal environment in understanding and experiencing aesthetics due to the lack of accessible virtual infrastructure. This research aims to reduce the misconceptions of the learning problem by providing virtual infrastructure for virtual reality laboratories. The research uses the ADDIE Model method (analysis, design, development, implementation, and evaluation) to develop learning empirically, structurally, and holistically. Validation tests were carried out by material and media experts to determine the media validity. The match pair test is used as a data analysis technique to determine the level of learning outcomes in pre-test and post-test. The hypothetical decision-making guideline on the match pair test refers to the significance value (Sig) if Sig. (2 tailed) < 0.05, then H0is rejected and Hais accepted, if Sig. (2-tailed) > 0.05, then H0is accepted and Hais rejected. The practicality test was conducted to determine the level of media practicality that is obtained from R/SM x 100% with the information R (Achievable Value) and SM (Maximum Score). In this regard, the design of virtual reality laboratories for trimatra and dwimatra art materials for higher education can avoid misconceptions about learning with virtual infrastructure technology.
Keywords: trimatra, dwimatra, misconceptions, virtual reality
References
[1] Prasetyo AR, Aruna A, Ishlah NF, Sayono J. Incubation and Optimization of Visual Assets of Micro-Start-Ups Through Asset-Based Community Development Design Training. 2021;4(4):16.
[2] Astini NK. Pemanfaatan Teknologi Informasi dalam Pembelajaran Tingkat Sekolah Dasar pada Masa Pandemi Covid-19. LAMPUHYANG. 2020 Jul;11(2):2.
[3] Aruna A, Inayah L, Roziqin MF, Prasetyo AR. Rancang Desain Media Pembelajaran Berbasis Game Sejarah Perjalanan Jendral Soedirman dalam Perang Gerilya Kabupaten Pacitan. J. Basicedu. 2021 Sep;5(5):3866–82.
[4] Widiyono A. Efektifitas Perkuliahan Daring (Online) pada Mahasiswa PGSD di Saat Pandemi Covid 19. J. Pendidik. 2020 Jul;8(2):169–77.
[5] Y Pujilestari. Dampak Positif Pembelajaran Online Dalam Sistem Pendidikan Indonesia Pasca Pandemi Covid-19. 2020;4(1):8.
[6] Hanifah Salsabila U, Irna Sari L, Haibati Lathif K, Puji Lestari A, Ayuning A. “Peran Teknologi Dalam Pembelajaran Di Masa Pandemi Covid-19,” Al-Mutharahah J. Penelit. Dan Kaji. Sos. Keagamaan. 2020 Nov;17(2):188–98.
[7] Arimbawa AG, Sumarwahyudi S, Aruna A, Ishlah NF, Inayah L, Fitriya UA. “Strengthening the Tempe Souvenir Packaging Design in Sanan Village, Malang,” KnE. Soc Sci. 2022;(Aug):70–6.
[8] Aruna A, Ishlah NF, Inayah L, Prasetyo AR. Educational Game Design ‘Napak Tilas Panji Asmorobangun’ in ‘Wayang Beber’ Story. EDUTEC J. Educ. Technol. 2021 Sep;5(1):1–25.
[9] Aruna A, Arimbawa AG, Fitriya UA, Ishlah NF. Sculpture and carving art virtual module based on 3d augmented reality. ISoLEC Proceedings. 2021 Nov;5(1).
[10] Firdaus Z, Izza JN, Aruna A, Novaldi MD, Setiawan D. “Pengembangan mikroskop online interaktif pada materi biologi sel guna revitalisasi pembelajaran praktikum daring,” JINoP J. Inov. Pembelajaran. 2022 May;8(1):1.
[11] Baharuddin B. ADDIE Model Application Promoting Interactive Multimedia . IOP Conference Series: Materials Science and Engineering. 2018 Feb;306:012020.
[12] Puspasari R. Pengembangan Buku Ajar Kompilasi Teori Graf dengan Model Addie. J. Medives J. Math. Educ. IKIP Veteran Semarang. 2019 Jan;3(1):1.
[13] Nova N, Degeng IN, Sulton S. Pengembangan E-Modul Pembelajaran Agama Kristen Menggunakan Scaffolding untuk Meningkatkan Kemampuan Metakognitif Komunitas Remaja Kristen Sumba. Edcomtech J. Kaji. Teknol. Pendidik. 2021 Apr;6(1):1.
[14] Hakim LN, Wedi A, Praherdhiono H. Electronic Module (E-Module) Untuk Memfasilitasi Siswa Belajar Materi Cahaya dan Alat Optik Di Rumah. J. Kaji. Teknol. Pendidik. 2020 Aug;3(3):3.
[15] Hae Y, Tantu YR, Widiastuti W. Penerapan Media Pembelajaran Visual Dalam Membangun Motivasi Belajar Siswa Sekolah Dasar. Edukatif J. Ilmu Pendidik. 2021 May;3(4):4.