The Development of Virtual Museum with Unity 3D of Learning
History
Syarifuddin
1,2,a
, Zulfiati Syahrial
1
, Atwi Suparman
3
1
Department of Educational Technology, State University of Jakarta, Indonesia
2
Department of Educational History, Sriwijaya University, Indonesia
3
Indonesia Open University, Indonesia
Keywords: Unity 3D, virtual museum, learning museum
Abstract: The article discusses the development of virtual museum for learning history in Sriwijaya University by
applying Unity3D. Development of the research uses Borg & Gall Model and Roblyer &Doering. This
research conducted at Sriwijaya University with 45 respondents students and 5 reviewers. Research steps
consist of three broad outlines. Firstly, analysing of virtual museum use. Secondly, development procedures
from expert validation to virtual museum development steps and experiment test. Thirdly, media evaluation,
revision result based on experiment test and validation of virtual museum expert. Based on the development
part of the research, it can be concluded that theoretically feasibility test to the several experts and empirically
proper test on field by learners, small group, and filed test are gotten development product of virtual museum
for hybrid learning in Sriwijaya University and able to contribute an indirect experience to the students and
learning process effectively.
1 INTRODUCTION
Today the development of the world of information
and communication technology has penetrated all
aspects of life (Mustakerov & Borissova, 2017) is no
exception in the world of education both in developed
countries or already developing(Tanye, 2017; Odeh,
Shanab & Anabtawi, 2015) in many subject human
life in virtual context (Chang, Zhang, & Jin, 2016; Li,
2016). The digital age also affects media or learning
material in digital form, precisely in the development
of virtual museums in public areas throughout the
world (Pan, Cheok, Yang, Zhu, & Shi, 2006; Guo,
Zhu, & Yan, 2016; Ye, 2016; Bai & Lavin, 2014)
with purpose and content that is clearly different.
Well-designed virtual field trips, which involve maps,
images and video clips in various formats can help
students visualize experiences on the site
created(Jacobson, Militello, & Baveye, 2009).
Virtual field trips can be designed for learning at
historical sites, such as museums, temples,
monuments, and more(Bai & Lavin, 2014). Virtual
field trips conducted in museums are commonly
defined virtual museums.
The virtual museum is also useful to participate in
preserving the culture, but it is also more innovative
as well practical. We do not need to come to the far
museum to only see one relic, but only by using a
virtual museum then we can save costs both in terms
of methods and tools, and certainly more exciting in
terms of its application (Styliani, Fotis, Kostas, &
Petros, 2009; Feng, 2016). In order for future virtual
museum users to gain indirect experience, it is
expected that the learning process of history will be.
The virtual museum application allows students to get
to know the historical events through the museum's
paintings, videos and dioramas. without having to
visit the museum physically. This saves time and
money (Barbieri, Bruno, & Muzzupappa, 2017).
Learning by using a virtual museum application is
chosen based on the learning strategies that are
appropriate for the material presented. Learning
strategies using this application can be used when
face to face or online regardless of all existing
restrictions.
Therefore, researchers are trying to develop a
virtual museum by using Unity 3D applications, the
introduction of historical sites is one of the subjects
of education that tend to be difficult to attract
students. 3D interactive map created using software
Unity 3D Engine. In addition to the effective use of
Unity 3D is also relatively affordable and suitable for
54
Syarifuddin, ., Syahrial, Z. and Suparma, A.
The Development of Virtual Museum with Unity 3D of Learning History.
DOI: 10.5220/0009994700002499
In Proceedings of the 3rd Sriwijaya University International Conference on Learning and Education (SULE-IC 2018), pages 54-59
ISBN: 978-989-758-575-3
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
beginners who want to develop game-based software
(Jerald et al., 2014; Lu, Xue, & Chen, 2011). So the
purpose of this virtual development is to give the
impression of experience indirectly to its users, and
the target is the students and also students in the
process of learning history.
2 RESEARCH METHOD
The applied research approach or model is research
and development. Research-development model of
Borg & Gall, Roblyer & Doering,(M. D. Gall,Walter
R. Borg, 2007) used as Virtual Museum based-
Learning Hybrid Source Development research. In a
broad line, it consists of three stages (Pratama &
Sariyatun, 2017), first is an analysis of virtual
museum use, second is development procedure from
expert validation to virtual museum development
steps and experiment test, and third is media
evaluation revision result based on experiment test
and validation of virtual museum expert.
Research subject consists of 45 students and two
lectures of learning History in Sriwijaya University
and also the stakeholder. Meanwhile, research
instrument is validated by a language expert, a
content expert, an educational technology expert, a
multimedia expert, and a printed media expert. Data
collection technique based on students’ questionnaire
and displayed descriptively.
3 RESULT AND DISCUSSION
Researchers conducted some reviews of some virtual
reality found online. The Virtual Museum of Iraq
State is accessed on the web address
www.virtualmuseumiraq.cnr.it by using adobe flash
devices in its development process. The shortcomings
found in this device is an application that is not up to
date with the development of 3D technology, the
other shortcomings that, static appearance which
causes the user cannot move space. For museums in
the country, 3D museum objects can be found on the
website address www.virtualindonesia.com which is
a picture of the National Museum (Museum Gajah in
Jakarta) in the development process using Photo 360
Degrees with real display. The weakness found in the
virtual museum is a static view like Google Street
View which is just a 360-degree photo display that
limits the user's space in observing objects. Several
factors are obstacles found in the virtual display of
Indonesian museums. In addition, researchers also
conducted several reviews on some article about
development of e-learning and virtual museum
development related to the concept of development
that will be developed(Rojas-Sola, Castro-García, &
Carranza-Cañadas, 2011; Moffat & Robinson, 2015;
Ann Nicholls, n.d.; González-Marcos, Alba-Elías,
Navaridas-Nalda, & Ordieres-Meré, 2016; Lou,
2017). Based on the findings, the researchers tried to
develop a virtual museum dynamic and also well in
appearance compared to previous findings.
Besides, the analysis also done to the students and
lecturers of Indralaya University's learning history as
well as the stakeholders regarding their responses on
the use of e-leaning media in the process of learning
history, based on the interview results obtained some
outlines of their responses among others:
a. Students usually rely on internet at the learning
process only services such as Youtube and so
forth.
b. The use of multimedia technology in the learning
process of history is very good because it can
petrify understand the material well, but there
should be innovations, actions that can be done
update or variation in learning with technology
utilization.
c. Procedures used in designing learning materials,
many have used the technology, but there is also
a normal course that only a visual media,
Although the development of the Internet is
growing rapidly there are still many teachers who
do not know about the use of technology in
learning so that still using media pickup.
3.1 Virtual Museum
Furthermore, virtual museum can create a conceptual
framework. Jan Jonker and Bartjan W. Penink
expressed about the definition of conceptual model in
their book, that "a conceptual model of concepts,
theoretical constructs and relations between those
attributes and concepts based on theoretical
constructs"(Jan Jonker, 2010). Furthermore, they also
explain that "Conceptual models are inescapably
based on theory or at least theoretical notions.
Without this theoretical input, it is impossible to make
a dedicated construction of a specific reality up
front".
The development of the procedural model as the
researcher in this research adopted from four
development models. The four development models
in question are the development model 1) Borg and
Gall 4
th
Edition, 2)Unity 3D is very popular in recent
years, as it is perfect for developing small and
independent game apps (Xie, 2012).
The Development of Virtual Museum with Unity 3D of Learning History
55
The result of physical development in the form of
final draft has done theoretical and empirical
feasibility test. Theoretical tests are conducted by
several experts or ratters through interviews
consisting of Instructional Design Experts, Content /
Material Experts and Language Experts. Generally,
there are several things that must be improved based
on the advice of the experts, namely improvements in
terms of grammar and also the depth of material or
content of this VM, in terms of appearance and also
the concept of motion is good enough so worthy to be
tested.
3.2 Testing and Evaluation Virtual
Reality
The objective of this development is to provide
facilities to students of history education in the
learning process, in this VM content contains about
the history of Indonesia National. Researchers
assume that by using a virtual museum as a learning
material then its users will get a real experience or
indirect experience without having to visit the actual
museum. After conducting preliminary flowchart pre-
production hence, the researcher conducted the
validation to some experts about virtual museum
richness tested. In broad outlines, there are some
input from the experts in validating the content,
materials and also the appearance of this virtual
museum namely;
a. The writing or typing is clear, and the u.se of the
standard term is correct but they are best to make
changes to the altering word that should change
and the word chronology is changed by word
chronology and preferably text related to
typography
b. Checking is required by using devices that will
use the computer hardware, tablet and android
aspects of compatibility, the compatibility
between products produced with Operation
System or OS, the suitability between images,
video, and sound with learning objectives so as
to communicate the material well.
c. Adding the intro to the submitted material, The
text on the quiz should not be too long, The logo
and the background are not contrasting should
the small logo be omitted, Shadow in the shadow
is not too appropriate, not gray note the color of
example elements at the Museum of Bank
Indonesia, Material properties (shader) produced
not yet fit the example on the top of the monas
color match the existing material and use
narrators with special recording and Adjust the
color of the original object and material.
Based on input from the experts, the researcher
made some improvements in accordance with the
suggestions that have been given, so that later it will
minimize the occurrence of errors and also mismatch
either the material or the application of virtual
museum at the trial time.
Figure 1: Simple front view of the house with traditional
style as the home of the entire Museum
Figure 2: Sections inside the home containing furniture and
photo documentation relating to the Indonesian nation
history
After the improvement, the researchers conducted
empirical feasibility test, small group test (small
group) which totally 12 students and field test (field
test) amounted to 30 students. The three stages of the
experiment are conducted to the students of History
Educations Program of FKIP in Sriwijaya University
with samples of each different stage. The following
are the results of the empirical feasibility study
descriptions in the field.
The indicator of learning materials that exist in the
learning materials obtained the attitude expressed in
small group test with a category or classification is
very good and on test field good classification test.
The statements for the learning material indicator
obtained very good classification on small group
trials and either in the test field. Learning activity has
been very good according to respondents on small
group test and have good according to field test
SULE-IC 2018 - 3rd Sriwijaya University International Conference on Learning and Education
56
respondents. Similarly, for evaluation indicators of
learning outcomes (test) that developed according to
small group respondents and field tests are good.
Relying on the attitude of respondents that have been
described above, the result of development of
learning materials based on virtual hybrid learning
museum that has been developed this get good
response. This means that attitudes toward material
satisfaction developed are aligned, proportional and
support the results of pre-test and post test in small
group and field test stages. Thus the researchers
concluded that the questionnaire of respondents'
attitudes toward the results of learning materials
based on virtual hybrid learning museum has
strengthened the effectiveness test results. This adds
to the evidence that the products produced in this
study are appropriate.
Figure 3 : The view from the back of the room where the
Asian-African Conference was held
Figure 4 :The view from the back of the room where the
Asian-African Conference was completed with 3D
furnishings
At the implementation time, there are several
problems with the virtual application of this museum,
including;
a. Virtual application of the museum can not be
opened online on the website because it
requires great and expensive hosting. The
researcher uses a desktop application by
inserting an offline application on the
computer used. The app can also be used on
Android using the PlayStore app. This
application is used using special 3D glasses.
b. Internet network problems, students often do
not conduct online activities due to not
having a quota or wifi is not up.
c. Inadequate Computer Specifications.
The use of virtualmuseumindonesia.com website,
makes it easy for students to learn anywhere and
anytime during online learning. Students can access
various facilities provided, namely chat room, power
point, discussion room, and blog reflection. The use
of virtual museum applications enables students to
understand a historical event through painting, video,
dioramas, and pyrotechnics in a museum without
having to visit the museum physically. This will save
you time and money. Learning using virtual museum
applications is chosen based on a suitable learning
strategy for the material being delivered. Learning
strategy using this application can be used at the time
of face to face or even online. Use of print materials
with the content of the material in depth and equipped
with glossary, summaries, exercises, and a list of
libraries make students able to understand the
material clearly. The guidebook of lecturers and
students provides guidance on the use of teaching
materials based on virtual hybrid learning museum.
This handbook comes with online usage instructions,
virtual museum codes, learning strategies, contractual
lectures, and more.
Virtual museum, in addition to facilitating the
learning process on historical material is also able to
assist students in generating cultural awareness,
therefore in addition to effect on cognitive shutter use
of virtual museum also affects affective shutter, and
assist students in overcoming the pattern of memory
short-term memory at the poses of learning because it
maximizes the visual concept (Brady et al., 2008;
Klein & Meltzoff, 1999) historical reconstruction as
well as awareness to help preserve the culture around
us (Mortara et al., 2015).
The Development of Virtual Museum with Unity 3D of Learning History
57
Figure 5 and 6: Students use 3DVirtual goggles to access
the virtual museum.
4 CONCLUSIONS
Through the theoretical of feasibility test to some
experts and empirical feasibility test in the field with
the stages of learners, small groups, and field test
produced are gotten the development of learning
materials based on virtual hybrid learning museum in
the course of Indonesia National History VI ofHistory
Education Sriwijaya University and able to provide
an indirect experience to students. Preferably the
implementation of learning Hybrid learning is not
implemented more than equal to 20%. Lessons
learned still require face-to-face process in the
classroom with a larger percentage. Gadgets ownedby
the students personally do not support as a medium
for the virtual learning of the museum, therefore this
learning can be overcome by doing in computer
laboratories that have high specification capabilities
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