Darlis Herumurti
Institut Teknologi Sepuluh November

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EFFECTIVENESS STUDIES OF THE LEARNING BASIC MATHEMATICAL OPERATIONS ON USERS USING EDUCATION GAMES WITH ESCALATING DIFFICULTY LEVEL IN SEVERAL TYPES OF GAMES Ari Mahardika Ahmad Nafis; Darlis Herumurti
JUTI: Jurnal Ilmiah Teknologi Informasi Vol. 18, No. 2, July 2020
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v18i2.a989

Abstract

Mathematic is basic but fundamental knowledge, but in fact many students do not have the motivation to learn it because they think mathematic is boring. Therefore, an innovation is needed to motivate students, one of them is by using an educational game. Racing, shooting and fighting games are the most popular types of games in 2019 according to InvisionCommunity. Shooting game is a genre that used a lot in the educational games for learning math, while racing game and fighting game are not used much for educational games. This research aims to develop and measure the effectiveness of the games from these three genre of games as a means of learning elementary arithmetic at the elementary school level. The effectiveness of an educational game can be observed from the increment in learning outcomes obtained after conducting an experiment. We can know the most effective type of game in this experiment by compare the improvement in learning outcomes after playing all three games. The comparative analysis will be carried out using ANOVA. In this research, we used data from 60 participant with elementary level of education between grade 1 to 3. The results were obtained by calculating the difference in the participants' initial scores obtained from before playing the game and participants’ final scores obtained after playing the educational game. The results show that educational racing games have the highest increase of 6.3% compared to shooter games with 3% increase or fighting games with increase of 4.3%.
Evaluating Object Collection In Emergency Simulations Using Virtual And Augmented Reality Matthew Vieri Suriawan; Hadziq Fabroyir; Darlis Herumurti
JUTI: Jurnal Ilmiah Teknologi Informasi Vol. 23, No. 1, January 2025
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v23i1.a1252

Abstract

Virtual Reality (VR) and Augmented Reality (AR) are two technologies that have received significant attention in recent years. While both hold immense potential, they offer distinct ways for users to interact with digital content and their physical surroundings. This research aims to evaluate the interaction between users and a collection of objects in both VR and AR settings. To achieve this, a user study was conducted with 24 participant using Meta Quest 3 headset to run simulation in both environments. The study focused on tasks related to object collection and emergency management while utilizing combination of objective and subjective metrics to evaluate user interactions in both VR and AR environments. Despite the relatively close scores for both result, research shows that participants prefer AR for emergency simulations over VR. Even considering participants' first-time use of the applications, AR remains more popular, supported by lower symptom rates reported in the sickness than VR. Additionally, participants tended to focus more on collecting small objects, though VR users often forgot these items, while medium-sized objects were more frequently overlooked in AR. Although VR users experienced more human errors related to collisions with real objects, the overall impact on immersion during simulations was not significant enough to favor one technology over the other. Based on this result, it can be said that while VR is better for showing immersion, it is generally better for a first-time user to engage in AR first since it will give less incidence of virtual sickness.