Main Article Content

Abstract

Indonesia is a country rich in cultural values passed down from generation to generation, such as folklore. This challenge is be-cause folklore in Indonesia is told orally and mostly only docu-mented in the form of story books. So that folklore can be re-interested 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 cul-ture 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. Student 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 concluded that the learning process by applying Virtual Reality gets a good response from all students.

Article Details

How to Cite
Tahir, A., Tahir, M., Takasi, L. O. M. R., & Arifrahman, A. A. N. (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. International Journal of Multidisciplinary: Applied Business and Education Research, 5(12), 5371-5378. https://doi.org/10.11594/ijmaber.05.12.31

References

Abdjul T (2019) Penerapan pembelajaran ber-basis 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.Abdulghani T, Ramadhan B, Jayusman Y (2018) Buku dongeng timun mas berbasis augmented reality sebagai media pembelajaran untuk anak. J Bang-kit Indones. 7(2):10-16. https://doi.org/10.52771/bangkitindonesia.v7i2.80
Anggraini WF, Susanto T, Ahmad I (2022) Sis-tem 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
Ariatama S, Adha MM, Rohman, Hartinio AT, Ulpa EP (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; Indonesia. Bandar Lampung: Universitas Lampung.
Chusyairi A, Subari SS (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
Dewi RK (2020) Pemanafaatan media 3 di-mensi 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
Monita T, Sari RD, 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
Pratiwi E (2019) Efektifitas metode bercerita dengan media berbasis digital pada anak usia dini di era industri 4.0. Seminar Na-sional Inovasi dalam Penelitian Sains, Teknologi dan Humaniora - InoBali 2019:629-636.
Sukaryawan IM, Sugihartini N, Pradnyana IMA (2019) Pengaruh penggunaan media vir-tual reality terhadap hasil belajar anak kelompok B pada tema pengenalan bi-natang buas. JPTK. 16(1):118-128. https://doi.org/1.23887/jptk-undiksha.v16i1.16978
Swalaganata G, Octareissa A, Rosyadi HE (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; Indonesia. Malang: Universitas Merdeka.
Tahir M, Sitompul N (2021) Penerapan algo-ritma fp-growth dalam menentukan ke-cenderungan mahasiswa mengambil ma-ta kuliah pilihan. J Ilmiah Nero. 6(1):56-63. http://dx.doi.org/10.21107/nero.v6i1.216
Thahir R, Kamaruddin R (2021) Pengaruh me-dia 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