eprintid: 82868 rev_number: 9 eprint_status: archive userid: 1290 dir: disk0/00/08/28/68 datestamp: 2024-08-26 02:43:57 lastmod: 2024-08-26 02:43:57 status_changed: 2024-08-26 02:43:57 type: thesis metadata_visibility: show creators_name: Novian, Dian creators_name: Triyono, Moch Bruri title: Virtual Reality Scuba Diving Simulator dengan Pendekatan Authentic Learning untuk Membangun Persepsi Wisatawan terhadap Wisata Bawah Laut. ispublished: pub subjects: D0 subjects: D9 divisions: pps_teknik full_text_status: restricted keywords: authentic learning, ADDIE, persepsi, scuba diving, virtual reality abstract: Penelitian ini bertujuan: (1) menghasilkan model VR SCUBA Diving Simulator untuk pembelajaran pengenalan alat dan pemahaman aspek-aspek yang harus dipelajari dan dipahami dalam scuba diving serta dapat memberikan gambaran dunia bawah laut yang dapat menghadirkan sensasi suasana bawah laut dan (2) menguji kelayakan dan efektivitas model yang dihasilkan tersebut dengan pendekatan authentic learning untuk mengubah persepsi wisatawan terhadap wisata bawah laut. Penelitian ini menggunakan metode ADDIE (Analysis, design, develop, Implementation, Evaluation). Uji lapangan dilakukan pada sejumlah 200 wisatawan di Provinsi Gorontalo. Produk penelitian ini divalidasi oleh para ahli pada bidang keahlian persepsi, authentic learning, multimedia, UI/UX; dan instruktur scuba diving. Penelitian ini menghasilkan sebuah model virtual reality scuba diving simulator dengan pendekatan authentic learning untuk mengubah persepsi wisatawan terhadap wisata bawah laut, dengan hasil sebagai berikut. (1) Persepsi wisatawan untuk indikator kognitif sangat baik dengan rata-rata 93,188%; untuk indikator afektif sangat baik, dengan rata-rata 93,594%; untuk indikator konatif dengan rerata 90,465%. (2) Dalam hal authentic learning, pada indikator keterlibatan dalam pembelajaran, hasil rata-rata 93,46%, pada indikator proses pembelajaran nilai rata-rata 90,71%, pada indikator komunikasi nilai rata-rata 91,97%, dan pada indikator penilaian sendiri nilai rata-rata 84,63%. (3) Uji efektifitas menggunakan User Experience Questionnaire (UEQ) dengan enam skala, di mana skala daya tarik, efisiensi, ketepatan, stimulasi, dan kebaruan memperoleh hasil sangat baik sedangkan skala kejelasan memperoleh hasil baik. date: 2024-03-18 date_type: published institution: Sekolah Program Pascasarjana department: Pendidikan Teknologi dan Kejuruan thesis_type: disertasi referencetext: Ahmadi, A. (2009). Psikologi Sosial. Jakarta: Rineka Cipta. Alexander, B., Allison, P., Barondeau, R., Breitbart, D., Burroughs, S., Corneli, J., ... Schipper, S. (2012). The Peeragogy Handbook. Alistair Sutcliffe. (2023). Multimedia and Virtual Reality Designing Multisensory User Interfaces. Amory, A. (2014). Tool-mediated authentic learning in an educational technology course: a designed-based innovation. Interactive Learning Environments, 22(4), 497–513. https://doi.org/10.1080/10494820.2012.682584 Anderson, D. R., & Kirkorian, H. L. (2015). 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