Fisikawaii Adventure: An Effort to Increase Students' Learning Participation through Gamification and Virtual Reality

Authors

  • M Vithor Al Faqih Universitas Islam Negeri Raden Intan Lampung
  • Anggi Widiarni Universitas Islam Negeri Raden Intan Lampung
  • Nisa Andini Universitas Islam Negeri Raden Intan Lampung
  • Antomi Saregar Universitas Islam Negeri Raden Intan Lampung
  • Sergii Sharov Dmytro Motornyi Tavria State Agrotechnological University
  • Bawar Mohammed Faraj

DOI:

https://doi.org/10.58524/oler.v3i2.294

Abstract

Student participation is critical in education. Technology integration, such as virtual reality, enhances the visualisation of physics concepts and participation. Combining virtual reality and gamification creates an immersive and interactive learning experience. This research aims to design and implement a learning management system (LMS) called Fisikawaii Adventure integrated with gamification and virtual reality. This study follows the ADDIE (Analysis, Design, Development, Implementation and Evaluation) development model. The motivational element of GAFCC (Goal, Access, Feedback, Challenge, and Collaboration) was employed in the design stage. The LMS was evaluated at SMAN 2 Bandar Lampung with ten eleventh-grade MIPA (Mathematics and Natural Science) students. The data collection technique employed was a non-test instrument. The data analysis technique was qualitative-quantitative using the Likert scale. Fisikawaii Adventure was valid with an average percentage score of 85.5 from material experts, 87.25 from media experts, and 86.4 from student responses (very feasible category). The product was feasible to use in physics learning and increase students' participation. Although it requires further investigation, this research contributes significantly to integrating gamification and virtual reality into LMS and physics learning.

Author Biographies

  • M Vithor Al Faqih, Universitas Islam Negeri Raden Intan Lampung
    Department of physics education
  • Anggi Widiarni, Universitas Islam Negeri Raden Intan Lampung
    Department of physics education
  • Nisa Andini, Universitas Islam Negeri Raden Intan Lampung
    Department of physics education
  • Antomi Saregar, Universitas Islam Negeri Raden Intan Lampung
    Department of physics education

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Published

2023-12-29

How to Cite

Fisikawaii Adventure: An Effort to Increase Students’ Learning Participation through Gamification and Virtual Reality. (2023). Online Learning In Educational Research (OLER), 3(2), 95-116. https://doi.org/10.58524/oler.v3i2.294