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ANALYZING THE EFFECT OF VIRTUAL REALITY BASED MOBILE GAME ON

GRADE XII SENIOR HIGH SCHOOL STUDENTS LEARNING MOTIVATION IN


SMA N 1 BATURITI

BY
I Gede Heri Sanjaya
1512021088 (6C)

UNIVERSITAS PENDIDIKAN GANESHA


2018
CHAPTER 1
INTRODUCTION

1.1 Background of The Study


Student’s boredom was being a very serious problem that many teachers have in
teaching since a long time ago because boredom could decrease students’ motivation in
learning. Boredom, in addition, is an experience of awareness to the passing time.
(Breidenstein, 2007) In this moderated era, the teacher should be able to make an interesting
variation to the teaching media to overcome the classroom boredom and raise students’
motivation in learning.
Ebrahimzadeh & Alavi, n.d. (as cited in Dörnyei, Csizér, & Németh, 2006, p. 9) says
that human behavior such as choice of particular action, the persistence with it, and the effort
which is expended on it can be affected by motivation. One of the ways to do that is to apply
games in the teaching and learning process. In pedagogical context, the application of game
in education provides remedies to the students who feel separated by regular instruction
method (Ebrahimzadeh & Alavi, n.d.) this is because, according to Hanson-Smith, 2016 (as
cited in Krigman, 2013, n.p.) students could be given agency to learn about science by
creating a way for them to participate the subject and find it engaging.
In this research, Virtual Reality based game is chosen to be the media that will be
experimentally implemented in teaching learning activity. According to Judge, Bobzien,
Maydosz, Gear, & Katsioloudis, (2013) (as cited in Wileman, 1993), a well-rendered visual
can help the student a lot in understanding and retain information. In addition, According to
Clark and Mathews (2000), visual media can promote learning as well as the engagement and
the motivation of the student.

1.2 Statement of Problem


Is there any effect of using the virtual reality-based game as a teaching media on
students’ learning motivation?

1.3 Objective of the Study


This study is aimed to find out is there any significant effect of using virtual reality as
a teaching media on students’ learning motivation.
1.4 Significance of the Study
a) Theoretical benefits. This study is expected to give more options and variations to teaching
media that teacher can use in order to avoid classroom boredom, especially in senior high
school. the teacher can make the teaching-learning process to be more attractive by using a
non-conventional and modern teaching media.
b) Practical benefits. practically, this study is expected :
- For the student, this will give the student a new experience of studying. By using virtual
reality as a media, the student can explore a place or an object related to the learning material
virtually without really going to that exact place or having the real physical teaching object.
- For teachers, this study is expected to help the teacher in finding a new form of teaching
media which are going to increase student’s motivation in learning, also could save money
and time because a lot of things we need in teaching can be virtually generated according to
the teaching material.
- For the researcher, this will create an opportunity to develop a new teaching media to the
world of education.

1.5 Hypothesis of the study


There is no significant effect of using virtual reality on student’s learning motivation

1.6 Scope and Limitation


This study will focus on applying virtual reality as a media in teaching and learning
process. The participant of this study will be the XII grade students of SMA N 1 Baturiti. The
reason why researcher choose 12th grade student is because 12th grade student has the most
mobile phone user
CHAPTER II
REVIEW OF LITERATURE

According to Wilson, R, 2010 (As cited in Nachimuthu & Vijayakumari, 2011) Game
is a combination of activities which has goals, constraints, payoff, and consequences. Usually,
2 or more players are involved in this combination of activities. There is also a term called
“Educational game play” Garris, R & Robert Ahlers 2002 (as cited in Nachimuthu &
Vijayakumari, 2011) define it as “Voluntary, non-productive, and separate from the world”.
Nachimuthu & Vijayakumari, (2011) also explained that a game which is
motivational can increase students’ attention, but it has its own limitations. A long-term use
of the motivational game also can have a negative impact.
On the other hand, virtual reality is a technology which can give the user an
experience of interacting with a computer-simulated environment (Mandal, 2013). The term
“virtual reality” is the most often used term refers to this technology. Besides that, there are
many other terms for that which are: synthetic experience, virtual worlds, artificial worlds,
and artificial reality which has the same meaning. One of the functions of virtual reality is to
give the user an opportunity to go to an inaccessible place without really going to the exact
place. The deice will simulate the trip virtually so the user can see and feel that they are
actually in that place. the way this device work is simple. It uses what called as a stereoscopic
display. It is a technique to make a three dimensional effect and creating an illusion of depth
although it actually a flat images. The movement on the display is controlled by tracking the
users’ head motion so what will be rendered on the display will the same as the movement
that the user makes. Beside that, to increase the experience of exploring the virtual world,
there is some extra sensor added like sound and tactile feedback for touch. Virtual reality is
often used in teaching are often in a form of game.
Kate Fisher of the Center of Game Science once said “By creating a way for people to
participate and find the subject engaging, it gives them agency to learn about science”
(reported in Krigman, 2013, n.p.) one of the ways is to modify a material into a game or what
called as gamification. According to Banfield & Wilkerson, 2014, Gamification help to
increase students’ Intrinsic and extrinsic motivation dramatically.
A research also proved that applying games on the lesson, especially in english, get a
positive response from the student (Vasileiadou & Makrina, 2017) it is effective and also
enjoyable for teaching English, especially in vocabulary mastery. According to Gee, 2007 in
Vasileiaou & Makrina, 2017, computer games provide the student a safe environment about
which to practice. It also provides challenges to either high and low achieving students
because the difficulty levels in the game are variated to suit the students’ ability and these
levels are constantly changing.
As an addition, learning motivation is related to learning engagement. Gee, 2003,
2009 (As cited in Ke, Xie, & Xie, 2016) stated that learning engagement is a set of some
goal-directed behavior and reflection point out an involvement in learning.
CHAPTER III
RESEARCH METHODOLOGY

3.1 Research Design


Using pretest-posttest design, researcher wants to find out the effect of using virtual
reality on students learning motivation whether it will be a significance effect or not. The
participants will be two classes that chosen randomly among every class in grade XII using
lottery method. Afterwards, one of the randomly choosed class will be the control group and
the other one will be the experimental group wich are choosen with the same method as
before.
3.2 Research Subject
The subject of this research is the XII grade students in SMA N 1 Baturiti.
3.3 Data Collection Method and Analysis
The data of this study collected online through google survey. the questionaire used in
this research is adapted from the research done by Lai, Lin, Jong, & Hsia, (2014). Some
questions in the questionaire was modified in order to make it fit with the topic of this study.
After the data is collected,researcher will analyze the data using qualitative data analysis.
APPENDIX

1 I am satisfied with the images in the game


2 I would be more devoted to the game if it had more animation
3 I would be more devoted to the game if it had more sound effects
4 The questions in the game are comprehensively narrated
5 I am satisfied with interaction in the game
6 I am happy to win the game
7 I would try to find the answers to questions in order to grow my pets better than other people
8 The virtual reality game allow me to freely choose what i want to learn
9 The game functions of freely obsering in the digital environtment can help me understand the
material
10 This game would make me think that the english class is not so boring
11 The game being on the mobile platform makes it easier for me to use it
12 The more friends who play the same game would make me want to play this game more
13 Virtual reality games are fun, but it may not be because of the games, but because of the
people playing with you
14 I like this game
15 I would recommend this game to younger students
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Efficacy Through Gamification Pedagogy. Contemporary Issues In Education Research,
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https://doi.org/10.1080/17457820601159133
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driven exploration. British Journal of Educational Technology, 47(6), 1183–1201.
https://doi.org/10.1111/bjet.12314
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