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Proceeding ICERI 2020-184-189
Proceeding ICERI 2020-184-189
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.
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
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.
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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