Aprilia, Olive (2024) Perancangan museum virtual untuk menunjang minat remaja terhadap edukasi sejarah dengan pendekatan rekonstruksi sejarah: Hiroshima Genbaku Dome = Design of a virtual museum to support teenagers interest in history education using a historical reconstruction approach: Hiroshima Genbaku Dome. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Pendidikan merupakan hal penting untuk pembentukan diri remaja yang hidup di dunia yang sedang bertransformasi. Namun banyak remaja yang kurang minat dan termotivasi untuk sekolah, disebabkan oleh metode mengajar disekolah yang tidak interaktif dan cenderung monoton. Untuk menarik minat belajar remaja, dibutuhkan metode belajar yang inovatif dan lebih interaktif. Teknologi VR dapat menjadi metode mengajar yang lebih interaktif dengan memberikan visualisasi nyata di dunia maya (cyberspace). Metode mengajar dengan VR dapat diterapkan pada mata pelajaran yang kurang diminati remaja, antara lain adalah sejarah, sehingga dapat mengubah paradigma negatif remaja terhadap pelajaran sejarah. Agar dapat mengkomunikasikan sejarah dengan baik, diperlukan perancangan arsitektural di dalam ruang virtual, sehingga ruang belajar virtual dapat menjadi medium belajar yang baik. Selain itu, topik sejarah mengenai perang dunia merupakan pembelajaran yang umum di setiap kelas sejarah. Peristiwa perang dunia ini juga berdampak kepada dunia secara global. Perang dunia kedua berakhir setelah pengeboman di Hiroshima Genbaku Dome. Setelah dibangun kembali, Hiroshima berupaya untuk mempromosikan perdamaian dunia, sehingga makna dari sejarah Hiroshima Genbaku Dome ini dapat menjadi pilihan untuk diedukasikan kepada remaja yang akan divisualisasikan melalui VR. Penelitian ini bertujuan untuk menciptakan museum virtual sebagai ruang belajar virtual yang interaktif demi menunjang minat remaja dalam edukasi sejarah. Penelitian ini melakukan beberapa kajian literatur terkait parameter daya tarik remaja; kebutuhan ruang museum virtual yang interaktif; mengetahui seberapa signifikan rekonstruksi sejarah; signifikansi PD 2 dan Hiroshima Genbaku Dome; serta prinsip VR. Teknik pengumpulan data dilakukan melalui survei kuesioner dengan VR prototipe untuk mengetahui preferensi remaja usia 15-21 tahun terhadap kriteria museum virtual. Metode ini menghasilkan strategi perancangan museum virtual dan dikaitkan dengan level of design dalam VR. Proses perancangan dilakukan dengan melakukan iterasi bentuk museum virtual dan pembangunan lingkungan virtual menggunakan Unity sebagai game engine. Hasil akhir penelitian ini menghasilkan museum virtual untuk edukasi sejarah dengan pendekatan rekonstruksi sejarah dalam VR. Melalui penelitian ini diharapkan dapat menunjang minat remaja terhadap edukasi sejarah yang divisualisasikan dalam VR. / Education plays a crucial role in shaping the youth who inhabit a rapidly evolving world. Nevertheless, a considerable number of adolescents exhibit a disinterest and lack of motivation towards attending school due to the non interactive and monotonous teaching methods employed therein. In order to captivate the interest of teenagers in the learning process, it is imperative to implement innovative and interactive teaching method. VR technology has the potential to serve as an interactive tool through its capacity to offer authentic visualizations within a simulated digital environment. Utilizing VR in teaching can be implemented to subjects that typically less engaging to teenagers, such as history, with the intention of altering teenager negative perceptions of history lessons. Effectively conveying historical narratives necessitates architectural design within virtual environments, thereby establishing virtual learning spaces as potent mediums for education. Furthermore, the historical subject of world wars is a prevalent topic in all history courses. The events of this WW also had an impact on the world globally. The WW II ended after the bombing of Hiroshima Genbaku Dome. After the reconstruction, Hiroshima endeavored to advocate for global peace, thereby making the history of the Hiroshima Genbaku Dome a potential educational option for teenagers, which could be visually represented through VR technology. The objective of this study is to develop a virtual museum functioning as an interactive learning environment, with the aim of bolstering teenagers' engagement in historical education. This study conducted multiple literature reviews concerning various aspects including the criteria for adolescent appeal; the necessity of interactive virtual museum; the importance of historical reconstruction; the significance of WW II and the Hiroshima Genbaku Dome; the principles of VR. The data collection methodology employed involved conducting a questionnaire survey supplemented by the utilization of a VR prototype, aimed at ascertaining the preferences of individuals aged 15-21 years old concerning the criteria for virtual museum experiences. This approach generates a strategy for designing virtual museums and is correlated with the level of design in VR. The design process was carried out by iterating the form of a virtual museum and build a virtual environment using Unity as a game engine. The final results of this research produce a virtual museum for history education with a historical reconstruction approach in VR. Through this research, it is hoped that it can support teenagers' interest in historical education visualized in VR.
Item Type: | Thesis (Bachelor) | ||||||||
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Uncontrolled Keywords: | edukasi; daya tarik remaja; rekonstruksi sejarah; virtual reality; interaktif; museum virtual; education; teenagers apeal; historical reconstruction; virtual reality; interactive; virtual museum. | ||||||||
Subjects: | N Fine Arts > NA Architecture | ||||||||
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Architecture Current > Faculty/School - UPH Karawaci > School of Design > Architecture |
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Depositing User: | OLIVE APRILIA | ||||||||
Date Deposited: | 03 Jun 2024 09:54 | ||||||||
Last Modified: | 03 Jun 2024 09:54 | ||||||||
URI: | http://repository.uph.edu/id/eprint/63148 |
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