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IJIET 2023 Vol.13(2): 247-256 ISSN: 2010-3689
doi: 10.18178/ijiet.2023.13.2.1802

Applying Gamification Technique and Virtual Reality for Prehistoric Learning toward the Metaverse

Ketut Agustini*, I Made Putrama, Dessy Seri Wahyuni, and I Nengah Eka Mertayasa

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

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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).

General Information

  • ISSN: 2010-3689 (Online)
  • Abbreviated Title: Int. J. Inf. Educ. Technol.
  • Frequency: Monthly
  • DOI: 10.18178/IJIET
  • Editor-in-Chief: Prof. Jon-Chao Hong
  • Managing Editor: Ms. Nancy Y. Liu
  • E-mail: editor@ijiet.org
  • Abstracting/ Indexing: Scopus (CiteScore 2023: 2.8), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Google Scholar
  • Article Processing Charge: 800 USD

 

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