Gamification Integration into Virtual Reality to Actualize Immersive Learning

Main Article Content

Cicilia Ika Mayawati
Evalin Ndoen
Stephanie Anggreinie

Abstract

This research discusses how gamification in Virtual Reality (VR) can be applied to immersive learning. This study uses a descriptive qualitative approach with a literature review. From this study, we describe the various challenges and the solutions with the hope that learning that utilizes this new technology will not only be exciting and can also provide effective learning outcomes. It was found that it was necessary to make adjustments to the equipment, design, and implementation. In terms of equipment, adjustments can be made using cheaper equipment. In design, it is necessary to adjust to the needs of the students and the learning objectives themselves. Then in the implementation, it is essential to make adjustments by providing appropriate stages and ensuring students understand how the context is learned through VR gamification can be realized in the real world.


 

Article Details

How to Cite
Cicilia Ika Mayawati, Evalin Ndoen, & Anggreinie, S. (2023). Gamification Integration into Virtual Reality to Actualize Immersive Learning. Jurnal LENTERA: Jurnal Studi Pendidikan, 5(1), 91-100. https://doi.org/10.51518/lentera.v5i1.87
Section
Articles
Author Biographies

Cicilia Ika Mayawati, Universitas Pelita Harapan – Indonesia

 

 

 

Evalin Ndoen, Universitas Pelita Harapan – Indonesia

 

 

Stephanie Anggreinie, Universitas Pelita Harapan – Indonesia

 

 

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