The Design and Development of Learning Media “Circle Time Management” Based on Virtual Reality Games in an Innovative Pedagogical Perspective

Authors

  • Mutiara Magta Universitas Terbuka
  • Esti Kurniawati Mahardika Universitas Terbuka

DOI:

https://doi.org/10.33423/jhetp.v23i15.6433

Keywords:

higher education, circle time, innovative pedagogy, virtual reality

Abstract

The development of increasingly sophisticated technology should be utilized as a medium for educational innovation. One of the technologies currently being developed is virtual reality which provides a real experience to its users. This study describes the analysis, design, development, and validation of virtual reality technology-based learning materials for early childhood education students’ comprehension of classroom management content utilizing the Circle Time model. Three teachers and three experts, including media, early childhood, and circle time experts as product validators, participated in this research approach’s two-year analysis, design, and development phases. The ADDIE model was modified for use in this process. Afterward, quantitative and qualitative data analysis was done on the information gathered through surveys and conversations. Based on the findings of the expert assessment, it can be concluded that learning media for the “Circle time management” based on virtual game reality can be created by adding components of innovative pedagogy such as experiential learning, computational thinking, embodied learning, multiliteracies, and gamification.

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Published

2023-10-05

How to Cite

Magta, M., & Mahardika, E. K. (2023). The Design and Development of Learning Media “Circle Time Management” Based on Virtual Reality Games in an Innovative Pedagogical Perspective. Journal of Higher Education Theory and Practice, 23(15). https://doi.org/10.33423/jhetp.v23i15.6433

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Section

Articles