Revina Aurigha Firdaus
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Penggunaan Pengembangan Virtual Reality Scratch sebagai Media Pembelajaran Imas Dewi Orvala Nathania Insani; Revina Aurigha Firdaus; Handika Dio Pradana; Aditya Ramadhan Wahyu Santoso; Dodik Arwin Dermawan
Jurnal Informatika dan Teknologi Komputer (J-ICOM) Vol 4 No 2 (2023): Jurnal Informatika dan Teknologi Komputer ( JICOM)
Publisher : Universitas Samudra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55377/j-icom.v4i2.7543

Abstract

Visual-based programming is a method of making a program where the programmer connects objects by drawing, pointing and clicking on diagrams or icons and interacting with flowcharts. Visual-based programming itself uses visualization where there is the use of visual representations such as graphics, images or animations to describe a program, data, structure, or behavior of a complex dynamic system. In Scratch, there is a Windows-based programming language from Microsoft. Virtual Reality is the appearance of three-dimensional images made by computers so that they look real. with the rocks of some specific tools. With this Virtual Reality, users both children, students,