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VIRTUAL LABORATORY BASED GAME LEARNING: HOW TO

DEVELOP THE GAME FOR SCIENCE LEARNING?


Suyanta1, Insih Wiludjeng2, Jumadi3, Anggi Ristiyana Puspita Sari4, Sri Rejeki Dwi Astuti5
1,2,3,4,5
Graduate School, UNY
suyanta@uny.ac.id

Abstract

Trends for perspective teaching and learning are changing resulting from the technologies of the fourth industrial
revolution (4IR) and the pandemic era. The technologies take an impact on two of the most important subjects
for students in today's schools that are technological and digital literacy. Because it leads to changes in the edu-
cation landscape including learning media and teaching methods, teachers require sustained effort at improving
the quality of education as a core priority. To support secondary school students for better understanding science,
building mobile learning incorporating with virtual laboratory becomes our focused research. Unfortunately,
constructing such mobile learning is being a heavy burden for a teacher. However, mobile learning incorporating
virtual laboratory is still limited in number whereas this initiative could be one of the best learning media as an
embodiment of the digital age. In addressing these goals, the research aimed to develop game-based learning
incorporating virtual laboratory as a learning media on electrical conductivity for secondary school. The research
model is procedural research that described the procedure of product development and adapted the ADDIE mod-
el. This research involved two experts (subject materials experts and media experts) to assess product quality and
to provide suggestions for product improvement. The research instruments used product quality questionnaires
and suggestion sheets. The result showed that the product has been successfully developed and has a good quali-
ty according to the experts' judgment. So, the product can be implemented in further research and can be used as
a science learning media in secondary school.
Keywords: game-based learning, electrical conductivity, virtual laboratory, 4IR.

INTRODUCTION connected with the internet, such as a notebook,


smartphone, and tablet [3].
Technological headways in the fourth industrial Amid the covid-19 pandemic era, learning activi-
revolution (4IR) have affected the development in ties in schools, colleges and universities have been
various fields including education. Technology suspended without any clear indicators for
becomes meaningful when it has a contribution to 2020/2021 [6] [7]. It is done to prevent the spread
enhancing education [1]. Trends for perspective of covid-19 in schools. So, e-learning resources,
teaching and learning are changed resulting from virtual teaching, and simulated labs work based on
the technologies. Utilizing technology in education the online learning approach could be the best al-
has an important role in improving teaching and ternative ways for learning from home as a result of
learning activities [2][3]. It supports the teacher in the rapid progress in information and communica-
explaining learning materials and for evaluating the tion technologies.
learning process efficiently and effectively. Moreo- In science education, especially in secondary
ver, it helps the student to understand the learning schools, virtual teaching is applied to conduct
content. online learning using zoom or google meet the
Utilizing technology in the learning process application. Using these applications, teachers can
called e-learning or electronic learning. It is learn- interact with students directly. But, using these
ing material delivery through various electronic applications is not sufficient for science learning
devices [4]. It means that electronic media such as because it cannot provide adequate skills and
the internet, computer, video/audiotape, CD room knowledge concerning experiments or data analysis
can be used to support the learning process. E- [6]. It caused by, conducting experiments that are a
learning has a broader meaning than mobile learn- vital part of science that students can gain meaning-
ing. Mobile learning is the use of an installed appli- ful knowledge and skills [7]. So, mobile learning is
cation on a mobile device to gain, to communicate, applied to facilitate students' online investigation
and to share information or knowledge in learning and online simulations by using video and virtual
activity [5]. With mobile learning, students can labs; to exercise students' achievement and personal
access learning materials everywhere and every relevance, and to enhance students' participation in
time. The difference between e-learning and mobile the learning process [8]. Therefore, the application
learning lies in the device used. Mobile learning of mobile learning in science education can be
uses a portable mobile device that can be used eve- carried out by applying virtual labs and game appli-
rywhere and every time. It uses a mobile device cations in the learning process. Using game-based

176 ICERI 2020 8th International Conference on Educational Research and Innovation
ISSN: 2443-1753

learning and virtual labs in science education are higher-order thinking skills, motivation, and self-
considered to be an enjoyable learning environment regulated.
and a powerful instructional approach [2][9]. On the contrary, developing such mobile learn-
Virtual labs are web-based platform designs to ing is being a heavy challenge for the teacher who
enhance the learning approach by presenting a se- has many administration tasks. However, mobile
cure and interactive laboratory environment for learning incorporating virtual laboratory is still
students [2]. It is a virtual environment that simu- limited in number whereas this initiative could be
lates the real laboratory and sets on-screen to per- one of the best learning media as an embodiment of
form experiments subjectively [10]. By applying the digital age and distance learning. In addressing
virtual labs in the learning process, students can these goals, the research aimed to develop game-
experiment without a real laboratory and can con- based learning incorporating virtual laboratory as a
nect between practical skills and theoretical aspects learning media on electrical conductivity for sec-
without papers and pens [11]. The laboratory envi- ondary school.
ronment in the virtual labs can be defined as a play-
ground for experimentation setting tools that can be METHOD
used to control relevant objects to a specific domain
(such as chemicals in a chemistry lab) [12]. It visu- The research model is procedural research that
alized using a real-time animation technique, so the describes the procedure of product development.
students can receive instant feedback, repeat the ADDIE model was adapted to develop the product
experimental activities, and draw a conclusion from that consists of three steps of the ADDIE model i.e.
the data [7][10]. The implementation of virtual labs analysis, design, and development. In this research,
in the learning process has a significant influence we focused on developing the product and validat-
on students' learning process and leads them to ing the product according to experts' judgment
higher quality learning. [13]Using virtual labs, whereas the implementation and evaluation will be
students can do practicum anytime and anywhere discussed in the next research. The validating pro-
without worrying about materials and tools. There- cess of the product involved one subject material
fore, virtual labs are one of the low-cost alternatives expert and one media expert.
solutions to experiment with the covid-19 pandem- The instruments of the research are a product
ic. quality questionnaire and suggestion sheet for sub-
Besides virtual labs, game-based learning can be ject material expert and media expert. The product
used to support the online learning process in sci- quality questionnaire is used to validate and to
ence. It is the development and the application of evaluate product quality based on material and
the game for educational goals [14]. In game-based media aspects. It is composed based on the result of
learning, the content materials are designed into the a literature study about quality learning media indi-
game to set learning environment scenarios and the cators and experts' judgment. There are two types
learning evaluation uses 3D game development of product quality instruments, i.e. subject materials
tools related to the content materials level [9]. The aspect questionnaire and media aspect question-
game is developed by illustrating the daily naire. The subject material aspect questionnaire
phenomena related to the science content. By ap- consisted of 14 statements which are described
plying game-based learning in the learning process, from two aspects namely the learning aspect and
students can enhance higher-order thinking skills subject materials aspect. The media aspect ques-
such as critical thinking skills, problem-solving tionnaire is composed of 16 statements which are
skills, and learning motivation when facing the explained from two aspects namely the audio-visual
challenges provided by the enjoyable game aspect and soft engineering aspect. Besides, to as-
[1][9][14]. sess product quality, experts are provided sugges-
Developing virtual labs and game-based learning tions for completing the final product.
must be appropriated with content materials and The research data consisted of two types of data,
incorporated with media aspects including such as the product development process data and
interaction design and visualization such as design product quality data. The product development
and production of texts, images, 3D environment process data are descriptive data according to prod-
and interactivity, and animation [12]. Therefore, the uct development steps while the product quality
development of a virtual lab integrated with game- data are data category which is then converted into
based learning (virtual-game based learning) must a score using a Likert scale. The data is tabulated in
be planned properly. Virtual-game-based learning is the form of a score, then the average score of the
consists of a virtual lab to conduct experimentation validating results are calculated. Determining quali-
virtually and game-based learning to present the ty criteria for the product can be seen in Table 1.
science content and to test students' knowledge
understanding. So, by applying virtual-game based
learning, students can enhance their practical skills,

8th International Conference on Educational Research and Innovation ICERI 2020 177
Table 1. Ideal Assessment Criteria before the lightning strike occurs. The product is
named Amazing Science. This product has been
No Range of Score (i) Category revised four times according to experts’ sugges-
1 X i + 1,8SBi < X Very Good tions.
2 X i + 0,6SBi < X ≤ X i + 1,8SBi Good
3 X i − 0,6 SBi < X ≤ X i + 0,6SBi Adequate
4 X i − 1,8SBi < X ≤ X i − 0,6 SBi Poor
5 X ≤ X i − 1,8SBi Very Poor

RESULT AND DISCUSSION

Product Development Process Data


The research started from analysis steps for per-
forming need analysis to prepare the development
of the product. The researcher conducted interviews
with the science teachers to discover learning prob-
lems in secondary school especially on electrical
conductivity subjects. The result of the teacher
interviewed showed that because of the pandemic,
the learning process is conducted online learning. Figure 1. Hompage Screen and Information Screen
So, the selection of learning media must be appro- of The Product
priate with the characteristic of the subject. Particu-
larly in the electrical conductivity subject, the learn-
ing process not only explaining the theoretical As seen in Figure 1, the homepage screen con-
knowledge but also doing the experiment. Howev- sisted of six buttons namely start, subject content,
er, if the learning process is conducted online learn- virtual laboratory, evaluation, information, and exit.
ing, the student could not conduct experimentation. When the user pressed the button, he or she will
To solve the problem, the researcher offered enter the introduction story. The subject, vlab, and
suggestions to the teacher to use game-based learn- evaluation button were still locked. These buttons
ing as learning media for assisting the students in will be unlocked when the user finished the mission
the learning process and to use a virtual laboratory of each level. The subject button will be unlocked
for conducting experimentation virtually. Besides, when the user finished the first level mission.
the research conducted to develop learning media Moreover, the vlab button will be unlocked when
consisted of game-based learning incorporated with the user completed the second level mission. Fur-
virtual laboratory. thermore, the evaluation button will be unlocked
After the need analysis steps are completed, the when the user entered the third level mission. When
product design is conducted. The product design the user pressed the information button, he or she
was the storyboard of the game and the design of will go to the information screen of the game. It
the virtual laboratory. The storyboard consisted of consisted of the developer team and the explanation
the overview story of the game (game figures, mis- of the mission of each level.
sion in each level, and feedback) and electrical When the user pressed the start button, he or she
conductivity content included in the game. The will go into the introduction story. The story told
design of the virtual laboratory consisted of the about the character who entered the mysterious
electrical conductivity of solution experimentation book to enjoy the real experience. After finished
overviews like the aim, materials and tools, proce- reading the introduction story, the user will go to
dures, and results. the first level mission. In the first level, the user is
Having finished the product design, then it is re- given the mission to save the citizens of Galvanic
alized into a game and virtual laboratory. The game village from the lightning strike. The user must
is developed using Adobe Animate CC 2017 soft- avoid the lighting to save the citizens, then all of
ware. The product was not only game-based learn- them are taken to the hospital. Having completed
ing but also it was a combination of games and the first level mission, the user would receive the
virtual laboratory. Thus, the user will be asked to reward. It is a chance to access electrical conductiv-
conduct experimentation at one of the game levels. ity content materials. The content consisted of static
In every level of the game, the user will be given a electricity, dynamic electricity, electrical conductiv-
mission related to daily phenomena about electrici- ity, and advanced material about electrical conduc-
ty. In the first level, the user is asked to rescue the tivity (electrochemistry). In these steps, we did
citizens from the lightning strike. In the next level, three times revision to revise the content materials
the user is asked to save the citizens from floods like adding detailed content of electricity, adding

178 ICERI 2020 8th International Conference on Educational Research and Innovation
ISSN: 2443-1753

animation and video to provide more information rect answers. After the user completed the mission,
about the content, and refining the language for the character will return to his or her world. The
easy understanding by the user. After the user has story ended with the character getting the best score
finished learning about these subjects, they contin- on the assignment. Illustrated scenes of the third
ued to the next level. The first level display can be level were presented in Figure 4.
seen in Figure 2.

Figure 3. The Virtual Laboratory Screen

Figure 2. The First Level Screen

In the second level, students are provided the


mission to save the citizen of Volta city from the
flood. The citizen must be moved to a higher build-
ing before hit by a lightning strike. After finishing
the mission, the user would receive the reward to
play the virtual laboratory. This level is the main
part of our product because students can do the
practicum as if they were in the laboratory. We
focused a lot on constructing the storyboard of the
virtual laboratory. In this step, we did many revi-
sions than other parts. In the beginning, we deter-
mined that students should examine 12 solutions,
but after the researchers' meeting and the experts’
advice, we revised that only 6 solutions are tested
the electrical conductivity. The students can choose
freely the solutions. We chose the solutions that are Figure 4. The Evaluation in Third Level Screen
easily found in everyday life so that the students do
not confused. At first, the instruction of the virtual Product Quality Data
laboratory did not clear. There was no instruction to After the initial product is completed, it will be
click the button which can make the user confused. validated by the experts (subject expert and media
So we revised the virtual laboratory instructional to expert). Besides, the experts also give suggestions
the detail. We added an explanation to describe the for revising the product. The subject expert validat-
function of each button. Figure 3 illustrates the ed the product based on the learning aspect and
screen of the virtual laboratory. subject material aspect. The learning aspect in-
In the third level, the user is given a mission to cludes the suitability of materials presented on the
answer the question as an evaluation process of the product with the learning objectives and learning
study. The evaluation process is designed like a indicators. The subject material aspect covers the
game, where the user must find the question. Fif- correctness of concepts, coherent concepts, and
teen questions are hidden in the pandora box. If the good unambiguous language. Furthermore, the
user can give a correct response, he or she will get media expert assessed the product based on the
the diamond. However, if the user gives an incor- audiovisual aspect and software engineering. The
rect response, he or she will get the broken dia- audiovisual aspect covers layout proportion (texts,
mond. Thus, the number of diamonds that students figures, and animations), the proportion of color
earned shows the correct answer. Otherwise, the selections, the selection of sound effects, the suita-
number of broken diamonds shows the users' incor- ble animation and figure with the content, and the

8th International Conference on Educational Research and Innovation ICERI 2020 179
smooth animation movement. The software engi- further research and can be used as a science learn-
neering consisted of easy media operation, creativi- ing media in secondary school.
ty, and innovation of developing media, operating
system compatibility with the program, and devel- ACKNOWLEDGMENT
oping media opportunities for science and technol-
ogy developments. The initial product validated The authors thank to Graduate School of Univer-
results by the experts are given in Table 2. sitas Negeri Yogyakarta for financial support dur-
As seen in Table 2, The initial product has a ing this research via the project grant of Interna-
good quality based on the subject and media aspect. tional Collaboration Research.
The learning aspect and the subject material aspect
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