Prastia, Ilham
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Journal : Hanif Journal of Information Systems

Development of Virtual Reality-Based Computer Assembly Simulation Learning Media Prastia, Ilham; Azhari, Mulkan
Hanif Journal of Information Systems Vol. 3 No. 1 (2025): August Edition
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/hanif.v3i1.66

Abstract

The development of Virtual Reality (VR) technology provides great opportunities in creating interactive and immersive learning media that can simulate hands-on practice more realistically. In computer assembly learning at vocational schools, limited availability of laboratory equipment often becomes a major obstacle, resulting in students not gaining optimal direct practice experience. This study aims to develop a Virtual Reality-based computer assembly learning simulation as an interactive, safe, and engaging alternative learning tool. The research employed a Research and Development (R&D) method using the ADDIE model, consisting of the stages of analysis, design, development, implementation, and evaluation. Computer component assets were modeled using Blender 3D and then integrated into Unity to build an interactive VR-based simulation. The testing phase involved Black Box Testing and Application Testing with 10 respondents, consisting of 7 vocational students and 3 alumni from the Computer and Network Engineering major. The results show that all interactive features performed according to the expected scenarios, and the feasibility assessment through Application Testing achieved a score of 87.2%, indicating that the simulation is suitable, easy to use, and effective in improving students’ understanding of computer assembly procedures. Additionally, the VR media was considered to provide a more realistic learning experience, reduce the potential for errors during real practice, and increase student engagement throughout the learning process. Therefore, this VR-based learning media can serve as a solution to laboratory limitations and a foundation for further development of VR-based practical learning materials in the field of Computer and Network Engineering.