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Implementasi Virtual Reality pada Game Edukasi Protokol Kesehatan




Abstract
In the year of 2020 until now has been a tough year for almost all industries and the general public due to the coronavirus pandemic. However, the increase in cases per day illustrates that the community has not complied with health protocols optimally. The impact of the pandemic has increased gamers in Asia by more than 75%. With a positive impact on society, the role of games can be used as a medium for education. Virtual Reality will be implemented in the health protocol educational game to see the good role of virtual reality in educational game interactions. The implementation of Virtual Reality in the health protocol educational game is carried out using the GDLC (Game Development Life Cycle) approach with stages starting from initiation, pre-production, production, testing, and release. The results of the recapitulation of the questionnaire on the acceptance and satisfaction of the health protocol educational game application showed the results of 44,9.% strongly agree, 44,9% agree, 9,15% are neutral and 1% are not agree that the application has functioned well and can be selected as one of the learning media especially about health protocol to reduce the growth rate of people infected with the coronavirus.


Ketersediaan

JUTISI7a-005JUTISI V8N1 April 2022Perpustakaan FT UPI YAITersedia
JUTISI7b-005JUTISI V8N1 April 2022Perpustakaan FT UPI YAITersedia

Informasi Detil

Judul Seri
JUTISI : Jurnal Teknik Informatika dan Sistem Informasi
No. Panggil
JUTISI V8N1 April 2022
Penerbit Maranatha University Press : Bandung.,
Deskripsi Fisik
hlm : 43-58
Bahasa
Indonesia
ISBN/ISSN
2443-2210
Klasifikasi
JUTISI
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
Volume 8 Nomor 1 April 2022
Subyek
Info Detil Spesifik
-
Pernyataan Tanggungjawab

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