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3D Application Development with Blender and Roblox Integration: A Case Study of the North Sumatera State Museum Malik Fajri, Maulana; Said Iskandar Al Idrus; Yulita Molliq Rangkuti; Kana Saputra S; Debi Yandra Niska
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 4 No. 2 (2025): February 2025
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v4i2.752

Abstract

This research explores the potential of Metaverse and Immersive Space technologies to enhance virtual tourism experiences at the North Sumatra State Museum through the integration of Blender and Roblox Studio. The main focus is on developing complex and interactive metaverse content, as well as implementing an adaptive visit counting system. The methodology involves developing a 3D application using Blender for modeling and Roblox Studio for the virtual environment. Key results include the addition of Virtual Reality (VR) features, expansion of the virtual museum collection, and a continuous evaluation system based on user feedback. In conclusion, the integration of Blender and Roblox Studio proves effective in creating immersive virtual museum experiences, opening new opportunities in utilizing Metaverse technology to increase museum accessibility and offering innovative solutions for preserving and promoting cultural heritage through digital platforms.
PENGEMBANGAN MEDIA PEMBELAJARAN MACROMEDIA FLASH MELALUI PEMBELAJARAN CASE METHOD UNTUK MENINGKATKAN KEMAMPUAN REPRESENTASI MATEMATIS Riani Alkhasannah; Kms. Amin Fauzi; Yulita Molliq Rangkuti
AXIOM : Jurnal Pendidikan dan Matematika Vol 12, No 1 (2023)
Publisher : State Islamic University of North Sumatra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30821/axiom.v12i1.15707

Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran Macromedia Flash dengan pembelajaran case method pada materi program linear yang memenuhi aspek kevalidan, kepraktisan, dan keefektifan berorientasi pada kemampuan representasi matematis siswa. Penelitian ini dilakukan dengan menggunakan model pengembangan ADDIE. Pada tahap implementasi dilakukan sebanyak 2 kali uji coba yang terdiri atas 3 pertemuan. Hasil penelitian menunjukkan kevalidan media pembelajaran memperoleh skor rata-rata sebesar 3,69 dengan kategori valid. Untuk kepraktisan media pembelajaran yang dilakukan pada uji coba I memperoleh skor rata-rata sebesar 2,6 dengan kategori terlaksana kurang baik dan pada uji coba II memperoleh skor sebesar 3,58 dengan kategori terlaksana dengan baik. Untuk keefektifan media pembelajaran didasarkan pada 3 indikator yaitu ketuntasan belajar secara klasikal, waktu ideal aktivitas siswa, dan respon siswa. Pada uji coba I, dari 29 siswa hanya 14 siswa (48%) yang tuntas secara klasikal. Pada uji coba II, dari 32 siswa terdapat 26 siswa (90%) yang memperoleh ketuntasan tinggi secara klasikal. Untuk waktu ideal aktivitas siswa memperoleh tingkat keberhasilan 100% dalam memenuhi waktu yang diinginkan selama dua pertemuan. Respon siswa untuk seluruh pertemuan menunjukkan kategori tertarik dengan nilai rata-rata skor pada uji coba I yaitu 3,54 (kategori tertarik), dan pada uji coba IIyaitu nilai 3,64 (kategori tertarik). Indeks gain uji coba II yaitu 0,38 (kategori sedang). hal tersebut menunjukkan bahwa media pembelajaran yang dikembangkan telah memenuhi kriteria produk yang baik dan media yang dikembangkan melalui pembelajaran case method dapat meningkatkan kemampuan representasi matematis siswa. AbstractThis study aims to develop Macromedia Flash learning media through case method learning on linear program material that meets the aspects of validity, practicality, and effectiveness oriented toward students' mathematical representation abilities. This study was conducted using the ADDIE development model. At the implementation stage, two trials were carried out consisting of three meetings. The results showed that the validity of learning media obtained an average score of 3.69 in the valid category. The practicality of learning media carried out in trial I obtained an average score of 2.6 in the category implemented poorly, and obtained a score of 3.58 in trial II in the category well implemented. The effectiveness of learning media is based on 3 indicators, namely classical learning completeness, ideal time for student activities, and student responses. In the first trial, of 29 students, only 14 students (48%) completed successfully. In the second trial, of 32 students, there were 26 students (90%) who obtained high scores. For the ideal time of activity, students get a 100% success rate in fulfilling the desired time for two meetings. Student responses for all meetings showed an interested category with an average score in trial I, namely 3.54 (interested category), and in trial II, namely a value of 3.64 (interested category). The gain index of trial II is 0.38 (moderate category). This shows that the developed learning media in this study has met the criteria for a good product which means the media developed through the case method learning can improve students' mathematical representation abilities.