
 
 
 
students and make language practice in learning more 
effectively. 
One of the potential opportunities to implement 
multimedia-based e-learning is integrating a virtual 
tour  approach.      A  virtual  tour  is  an  interactive 
simulation of an existing location on the earth, usually 
composed  of  a  sequence  text,  still  images,  and 
panoramas.  The word panorama denotes an unbroken 
tour/view  because  a  panorama  can  be  a  series  of 
images  captured  by  the  photographer  or  the  video 
footage (Cho and Fesenmaier, 2000). These virtual 
tours  have  taken  from  a  series  of  panoramic 
photograph known as a vantage point. A virtual tour 
is  a  computer-based  virtual  environment  which 
reconstructs and represents a real place virtually (Yoo 
et  al.,  2010).  Thus,  this  technique  provides  a  real 
sensation to users as if they visit the area in advance. 
In the 360-degree virtual tour, a panoramic simulation 
form  is  provided  in  full  to  a  360-degree  viewing 
angle. Virtual environments are  being  utilized  in  a 
wide range of academic and commercial applications. 
The  study  of  virtual  tour  application  in 
entertainment and commercial fields has been done 
and intended for various purposes. (Zhang, Zhu and 
Ma, 2017) proposed a special approach for spherical 
panorama  recording  by  utilizing  a  head-mounted 
display equipped with stereo effects on a virtual tour 
system  application.  So,  in  addition  to  providing 
realistic  photos  like  virtual  tour  applications  in 
general, this system offers voice features that make 
users  more  impressed.  Nevertheless,  the 
implementation of this virtual tour technology in the 
education  area  is  still  not  much  done.  One  of  the 
relevant studies related to the use of virtual tours in 
the field of education was conducted by (Rajapaksha 
et al., 2017). In his research, Rajapaksha developed 
E-GEO e-learning application to support Geography 
subject  in  Srilanka.  The  entire  design  of  the 
application adopts gamification technique to provide 
a  motivational  environment  for  users.  This 
application  works  in  a  totally  offline  environment 
without the Internet connectivity. 
Referring  to  the  related  studies  we  have 
mentioned, we can  highlight  the  differences  works 
with  our  proposed  research.  The  objective  of  this 
study is the design of interactive e-learning based on 
virtual  tour  technology  for  higher  education  in  the 
State  University  of  Malang.  This  system  is  an 
extension  of  the  previous  system  that  we  have 
developed before,  namely  a web-based lightweight 
interactive  multimedia  application  for  distance 
learning (Prasetya, Wibawa and Ahmar, 2018). Here 
we  add  new  features  to  existing  systems,  a  virtual 
simulation of a tour of computer network hardware  
components.  We  integrate  virtual  tour  features  to 
produce a more interesting and motivating electronic 
learning environment. Thus, students can have a more 
realistic representation of objects in learning. 
2  METHOD 
2.1  System Design 
The  designed  application  is  an  electronic  learning 
application that utilizes multimedia content to support 
the  learning  process.  The  resulting  output  is  a 
software  application  product,  so  the  development 
design also refers to the relevant process model. After 
the development phase, we conduct a series of tests to 
ensure that the product is free of errors and meets the 
appropriateness of use. 
The  illustration  of  the  system  design  can  be 
described  using  the  use  case  diagram  as  shown  in 
Figure 1. Here are two main users who will interact 
with  the  system,  they  are  learners  or  students  and 
teachers or lecturers. Learners are an entity who has 
the main role to access the public learning services of 
the system, such as view materials, virtual tour and 
take interactive quizzes. In the other side, the teacher 
entity  is  a  dedicated  user  who  has  the  main 
responsibility  for  managing  the  content  of  the 
learning system. To access the provided content, both 
learners and teacher must log in first. After successful 
login, they will be redirected to each page according 
to their level of the user. 
 
Figure 1: Use case diagram of the system. 
The main objective of this application design is to 
provide an interactive and immersive learning content 
in  order  to  help  improve  the  quality  of  education 
services. To realize the research goal, we choose web 
technology as the basis of the application platform. 
The web technology approach is  clearly accessible 
widely and together easily. 
Design of Interactive E-Learning Based on Virtual Tour for Higher Education
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