PROYEK MUSEUM TSUNAMI VIRTUAL UNTUK MENINGKATKAN KEWASPADAAN POTENSI RISIKO BENCANA DI KELAS FISIKA
VIRTUAL MUSEUM OF TSUNAMI PROJECT FOR INCREASING AWARENESS OF DISASTER RISK POTENTIAL AT PHYSICS CLASS
Pengembangan Virtual Reality (VR) diharapkan dapat menjadi jawaban atas permasalahan learning loss di bidang pendidikan, khususnya kajian mitigasi bencana. Dengan lingkungan buatan, adegan, dan objek yang tampak nyata melalui VR berbagai skenario bencana dimungkinkan untuk dipelajari. Ketika pembelajaran yang disempurnakan dengan komputer ini diperkenalkan kepada siswa SMA, hal itu dapat mengurangi keterbatasan dan tantangan pembelajaran dunia nyata. Visena (Virtual Museum of Tsunami) adalah media pembelajaran berbasis virtual reality berupa museum virtual yang membantu siswa memahami konsep gelombang dan meningkatkan kesadaran akan potensi risiko bencana gempa dan tsunami. Penelitian ini bertujuan untuk menguji validitas, keefektifan, dan kepraktisan Visena ketika diterapkan di ruang kelas. Visena dikembangkan menggunakan model 4D yakni define, design, develop, dan disseminate. Media pembelajaran Visena tergolong sangat valid berdasarkan hasil proses validasi. Respon siswa dikategorikan sangat baik melalui uji coba terbatas di kelas. Beberapa siswa menunjukkan kinerja yang baik dengan hasil yang signifikan saat menggunakan Visena. Disarankan menggunakan smartphone untuk mengurangi pusing saat menggunakan kacamata VR, dan penyajian materi harus disesuaikan dengan karakteristik siswa. Oleh karena itu, diperlukan pengenalan materi pembelajaran dan pendampingan guru.
Kata kunci: Virtual Reality, Media Pembelajaran, Museum Tsunami, Gelombang
Virtual Reality (VR) development is expected to be the answer to the problem of learning loss in education, especially disaster mitigation study. Using VR with artificial environments of scenes and objects appearing to be real, various disaster scenarios were made possible to learn. When this computer-enhanced learning was introduced to high school students, it could reduce both limitations and challenges of real-world learning. Visena (Virtual Museum of Tsunami) is virtual reality-based learning media in the form of a virtual museum which helps students understand the concept of waves and increase awareness of disaster risk potential in earthquakes and tsunamis. This study aims to test the validity, effectiveness, and practicality of Visena when it implemented in a classroom setting. Visena was developed during the study using a 4D model of define, design, develop, and disseminate. Visena learning media were classified very valid according to the results of the validation process. Students’ responses were categorized very good despite a limited trial of Visena in class. Some students showed their good performance with significant results when using Visena. It is recommended to use a smartphone to reduce dizziness when using glasses, and the material should be adjusted to the characteristics of the students. Therefore, an introduction to learning material and teacher assistance is needed.
Keywords : Virtual Reality, Learning Media, Museum Tsunami, Physics wave