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http://repository.ipb.ac.id/handle/123456789/124552| Title: | Pengalaman Pembelajaran Anatomi Veteriner dengan Bahan Ajar Teknologi Virtual Reality |
| Other Titles: | Veterinary Anatomy Learning Experience with Virtual Reality Teaching Materials |
| Authors: | Agungpriyono, Srihadi Purnawarman, Trioso Savitri, Hany |
| Issue Date: | 6-Sep-2023 |
| Publisher: | IPB University |
| Abstract: | Pembelajaran anatomi veteriner dalam studi kedokteran hewan didukung
oleh kegiatan praktikum menggunakan kadaver pada laboratorium. Penggunaan
kadaver sebagai materi pembelajaran menjadi standar emas untuk meningkatkan
pemahaman mahasiswa. Perkembangan teknologi termasuk teknologi realitas maya
menyediakan pilihan alternatif sebagai media pembelajaran. Penggunaan teknologi
virtual sekaligus mengurangi kelemahan dalam penggunaan kadaver. Metode ini
juga dapat membawa pengguna untuk merasakan pengalaman di dalam dunia maya
dan dapat mempelajari bahan materi secara mandiri di mana saja dan kapan saja.
Penelitian ini mengembangkan prototipe sistem pembelajaran dengan osteologi
tulang kuda dalam teknologi virtual dengan akses virtual reality yang terintegrasi
dalam situs dengan metode embed sehingga pengguna dapat mengakses situs
melalui berbagai perangkat seperti komputer, ponsel, dan headset VR. Prototipe
berhasil lulus uji pengalaman pengguna dengan basis metode UEQ dengan hasil
dapat diterima sebagai media alternatif pembelajaran anatomi veteriner pada daya
tarik, kualitas pragmatis yaitu efisiensi, kejelasan, ketepatan, juga dari kualitas
hedonis yaitu stimulasi dan kebaruan The learning of veterinary anatomy in veterinary education is generally supported by practical exercises on animal cadavers performed in a specific laboratory. The use of cadavers as teaching materials is a gold method standard to improve students understanding. On the other hand, the development of technology, including virtual reality technology, provides an alternative to learning methods. By using virtual technology, the disadvantages of using animal cadavers are compensated at the same time. This method can also make users feel like they are in a virtual world and enable independent learning at any place and time. In this research, we developed a prototype learning system using VR technology applied to the skeletal model of a horse bone. To enable easy access, the VR is integrated into the access channel on the website so that users can access it through various hardware devices such as computers, smartphones, and VR glasses. In this research, we found that the prototype successfully passed the user experience test based on the UEQ method and therefore can be accepted as an alternative medium for learning veterinary anatomy in terms of attractiveness, pragmatic quality such as efficiency, perspicuity, dependability, also from hedonic quality such as stimulation and novelty |
| URI: | http://repository.ipb.ac.id/handle/123456789/124552 |
| Appears in Collections: | UT - Anatomy, Phisiology and Pharmacology |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| cover.pdf Restricted Access | Cover | 1.02 MB | Adobe PDF | View/Open |
| Full teks.pdf Restricted Access | Fulltext | 1.48 MB | Adobe PDF | View/Open |
| Lampiran.pdf Restricted Access | Lampiran | 760.47 kB | Adobe PDF | View/Open |
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