Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques

The aim of this research is to assess the effectiveness of implementing gamification models with virtual reality (VR) for plant cultivation techniques in constructing hydroponic circuits. The purpose of this study is to examine the significant differences in effectiveness between the control group a...

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Main Authors: Suhendi, Suhendi, Murli, Norhanifah
Format: Article
Published: ijim 2024
Subjects:
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author Suhendi, Suhendi,
Murli, Norhanifah
author_facet Suhendi, Suhendi,
Murli, Norhanifah
author_sort Suhendi, Suhendi,
collection UTHM
description The aim of this research is to assess the effectiveness of implementing gamification models with virtual reality (VR) for plant cultivation techniques in constructing hydroponic circuits. The purpose of this study is to examine the significant differences in effectiveness between the control group and the intervention group when using gamification with virtual reality. The data used consists of test results from 50 respondents, divided into two groups: a control group of 25 students and an intervention group of 25 students. The trial was divided into two different groups. Group 1, the control group, received conventional treatment, which involved lecturers explaining the assembly of hydroponic circuits in class, followed by students practicing the assembly. Group 2, the intervention group, received self-learning treatment that involved the practice of assembling hydroponic circuits using a gamification model with VR. An independent t-test was conducted to determine whether there was a significant effect of applying plant cultivation techniques on assembling hydroponic circuits. The results of the t-test revealed a significant effect of applying the gamification model with VR compared to the conventional model. The application of the gamification model with VR to assemble hydroponic circuits has shown significant effectiveness, with an N-Gain value of 62.47%, whereas the conventional treatment has demonstrated lower effectiveness, with an N-Gain value of 28.24%
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institution Universiti Tun Hussein Onn Malaysia
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spelling uthm.eprints-118862024-12-18T00:58:47Z http://eprints.uthm.edu.my/11886/ Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques Suhendi, Suhendi, Murli, Norhanifah S Agriculture (General) The aim of this research is to assess the effectiveness of implementing gamification models with virtual reality (VR) for plant cultivation techniques in constructing hydroponic circuits. The purpose of this study is to examine the significant differences in effectiveness between the control group and the intervention group when using gamification with virtual reality. The data used consists of test results from 50 respondents, divided into two groups: a control group of 25 students and an intervention group of 25 students. The trial was divided into two different groups. Group 1, the control group, received conventional treatment, which involved lecturers explaining the assembly of hydroponic circuits in class, followed by students practicing the assembly. Group 2, the intervention group, received self-learning treatment that involved the practice of assembling hydroponic circuits using a gamification model with VR. An independent t-test was conducted to determine whether there was a significant effect of applying plant cultivation techniques on assembling hydroponic circuits. The results of the t-test revealed a significant effect of applying the gamification model with VR compared to the conventional model. The application of the gamification model with VR to assemble hydroponic circuits has shown significant effectiveness, with an N-Gain value of 62.47%, whereas the conventional treatment has demonstrated lower effectiveness, with an N-Gain value of 28.24% ijim 2024 Article PeerReviewed Suhendi, Suhendi, and Murli, Norhanifah (2024) Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques. International Journal of Interactive Mobile Technologies, 18 (4). pp. 1-16. ISSN 1865-7923 https://doi.org/10.3991/ijim.v18i04.42439
spellingShingle S Agriculture (General)
Suhendi, Suhendi,
Murli, Norhanifah
Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques
title Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques
title_full Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques
title_fullStr Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques
title_full_unstemmed Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques
title_short Application of Gamification Models with Virtual Reality for Learning Plant Cultivation Techniques
title_sort application of gamification models with virtual reality for learning plant cultivation techniques
topic S Agriculture (General)
work_keys_str_mv AT suhendisuhendi applicationofgamificationmodelswithvirtualrealityforlearningplantcultivationtechniques
AT murlinorhanifah applicationofgamificationmodelswithvirtualrealityforlearningplantcultivationtechniques