Manuscript received May 24, 2022; revised July 6, 2022; accepted August 22, 2022.
Abstract—Technological development provides many
benefits in learning process, such as the development of the
learning method, media, strategy, and design. Based on the
observation had been done at History department, UNDIKSHA
showed that the students had problems in learning process
especially in Indonesian Prehistory Course. The lecturer still
focused on teacher-centered method and book only without
using technological development. That is why, students’ interest,
motivation, and understanding towards the learning process
could be categorized as low. This research aimed to describe the
implementation of gamification technique and virtual reality in
developing an educational game to help students in recognizing
the prehistoric objects, increasing the students’ motivation and
activeness, and giving immersive experience learning toward
the metaverse. This research used ADDIE Model method and
was analyzed by using descriptive quantitative and qualitative.
The subjects were 20 students of the History department at
UNDIKSHA. The result showed that the average response of
the 20 users was 91.81% which could be categorized as very
positive. The effect score was 0.80 which could be categorized as
very effective. It was counted by using N-Gain Score. So,
gamification based on virtual reality could increase the
students’ activeness, interest, motivation, and understanding
toward the prehistoric objects.
Index Terms—Gamification, metaverse, prehistoric objects,
virtual reality.
The authors are with the Informatics Engineering Education study
program and the Faculty of Engineering and Vocational Education,
Universitas Pendidikan Ganesha, Indonesia (e-mail:
made.putrama@undiksha.ac.id, seri.wahyuni@undiksha.ac.id, and
eka.mertayasa@undiksha.ac.id).
*Correspondence: ketutagustini@undiksha.ac.id
Cite: Ketut Agustini*, I Made Putrama, Dessy Seri Wahyuni, and I Nengah Eka Mertayasa, "Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse," International Journal of Information and Education Technology vol. 13, no. 2, pp. 247-256, 2023.
Copyright © 2023 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).