Abstract
Focusing on electrical circuits as the topic for a STEM project, this research aims to develop virtual reality media for student learning. Using virtual reality media to perform STEM electrical circuit activities, data was collected and analyzed. The virtual reality media was then evaluated by five experts who used the Index of Item-Objective Congruence (IOC) to assess its effectiveness, where the IOC for each criteria was 0.8 or higher. Moreover, after evaluating it with the Diffusion of Innovation Theory (DOI), the arithmetic mean of its effectiveness on the diffusion of innovation was 4.32, with a 0.48 standard deviation. This demonstrates that the use of virtual reality media was a beneficial innovation at a high level. Afterwards, the developed virtual reality media was evaluated by a sample of 30 subjects in the areas of VR features, usability, learning experience, and VR measurement outcomes. The findings show that its arithmetic mean was 4.67 with a 0.47 standard deviation, meaning the developed virtual reality media was an effective for electrical circuit learning at the highest level. Furthermore, after evaluating its effectiveness in the area of information technology acceptance, it was found that, for these criteria, the arithmetic mean was 4.64 with a standard deviation of 0.48. This indicates that the subjects generally accepted the use of virtual reality media for use in learning STEM activities at the highest level. It can be said that the development of the virtual reality media for learning STEM activities with a focus on electrical circuits enhances the learning process of the learners who confirmed such statements at the highest level, with an increase in subject understanding of the learning activity and self-satisfaction, while at the same time reducing the prejudice learners have towards the study of electrical circuit installation.
Publisher
International Association of Online Engineering (IAOE)
Cited by
11 articles.
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