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Analysis of Physics Concepts in Playgrounds at GoFun Bojonegoro as Learning Materials for Students Mustafarah, Vinka Amalia; Christi Alfiah, Lina; Dwikoranto, Dwikoranto; Ainur Rizki, Iqbal
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 13 No. 2 (2024)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v13n2.p100-112

Abstract

Objective: GoFun Bojonegoro is one of the area edutainments in Bojonegoro which has rides for games and entertainment with an attractive appeal for visitors. This study aims to analyse the physics concepts that exist in several game rides in GoFun Bojonegoro Theme Park. Some of the rides available at the park have interesting physics concepts to learn. Method: This type of research is descriptive qualitative research with observation, documentation, and analysis methods as a form of data collection. Results: There are three vehicles analysed namely, Pirates Ship, Mini Ontang-Anting, and Bom-Bom Car, which works based on the concept of physics. There are various physics concepts in the vehicle, such as the concept of oscillation, centrifugal force, circular motion, Newton's third law, collision, and the law of conservation of momentum and impulse. By integrating physics learning in the vehicle or edutainment make learning more fun. Novelty: This research provides edutainment-based learning that can increase the effectiveness of students in learning physics concepts and make students more active and learning looks fun.
Design and implementation of VR lato-lato STEAM in engineering education science Rahman Hakim, Septian; Hariyanto, Didik; Suprapto, Nadi; Yulkifli, Yulkifli; Zul Fahmi, Hafizhuddin; Nisa, Khoirun; Ainur Rizki, Iqbal
International Journal of Evaluation and Research in Education (IJERE) Vol 14, No 4: August 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v14i4.32206

Abstract

This research focuses on integrating science, technology, engineering, art, and mathematics (STEAM) and virtual reality (VR) in engineering-science education through a lato-lato game (clackers ball). The research analyzes the development trends of VR, particularly the integration of the lato-lato game in STEAM education. Using a waterfall model, the research develops and tests VR-STEAM applications, involving analysis, design, development, and testing phases, with expert validation and student implementation. Data was collected from 60 Indonesian university students and analyzed using partial least squares structural equation modeling (PLS-SEM). Over the past 5 years, VR in education has surged, enhancing learning outcomes and student engagement. The study shows that integrating technology and pedagogy is crucial for effective STEAM education. The design of VR-STEAM is validated and ready for use. PLS-SEM analysis indicates that the indicators are valid and reliable for measuring university students’ experiences. The study reveals that integrating STEAM with VR significantly enhances engineering-science learning (ESL), focusing on understanding, personal goals, communication, and cooperation. VR serves as a mediator that fosters 21st-century skills. The research recommends developing assessment tools to measure VR-STEAM ethnoscience and evaluate effectiveness, highlighting the importance of technology in improving learning and connecting concepts to real-world phenomena like lato-lato.