Damayanti, Nabila Kalika (2022) Perancangan Lingkungan Virtual sebagai Sarana Pendukung Pembelajaran Praktikum Animasi Pelajar Usia Sekolah di Surabaya. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Animasi merupakan salah satu kompetensi yang tinggi peminat karena kerap digunakan sebagai penunjang media promosi perusahaan industri (PDSPK Kemendikbud, 2020). Terdapat kekurangan pada kualitas layanan vokasi secara sarana dan prasarana; pembelajaran dan praktik. Penyikapan antara lain berupa inovasi platform pendidikan sebagai alternatif media pembelajaran, namun yang sudah ada kurang efektif untuk praktik, karena itu dibutuhkan platform pendidikan yang mendukung. Dalam pembuatan sarana, environment berperan penting sebagai ruang praktik digital yang menyokong kebutuhan kompetensi, karenanya dilakukan perancangan lingkungan virtual yang dapat mendukung pembelajaran praktikum kompetensi Animasi untuk pelajar usia sekolah seperti peserta didik SMK. Perancangan dilakukan dengan metode riset berupa: (1) Kuesioner pada anak SMK yang mempelajari kompetensi animasi sebagai calon pengguna untuk mencari tahu kebutuhan, minat dan preferensi, serta wawasan mengenai hal terkait topik perancangan; (2) Depth interview dengan pengajar kompetensi animasi, menggali data tentang animasi sebagai bahan ajar pada SMK serta wawasan terkait topik perancangan; (3) Studi eksperimental untuk mencari pemahaman, minat, kritik, saran, dan tanggapan murid SMK terhadap konsep yang sudah dirancang, serta bentuk lanjutan dari sketsa studi eksperimental tersebut menjadi bentuk awal edisi 3D; (4) Pre-test dan post-test untuk mencari data tentang pemahaman terhadap kompetensi sebelum dan sesudah melihat hasil rancangan; (5) User-testing untuk mendata tanggapan pemahaman dan ketertarikan terhadap visual, konten, serta tanggapan dan minat terhadap konsep; (6) Wawancara ahli dengan pihak terkait seperti ahli teknologi lingkungan virtual, distributor sarana edukasi digital, serta direktur vokasi, untuk mendapatkan tanggapan. Wawancara mencaritahu kelayakan dari aspek Runtutan penelitian ini membuahkan konsep rancangan berupa lingkungan virtual di mana pembelajaran dapat dilakukan dengan learning by doing di mana pengguna menerima informasi secara langsung dengan mengobservasi objek yang disediakan dalam bentuk 3D pada lingkungan. Hasil perancangan berupa lingkungan virtual bersifat simulasi non-imersif yang dapat mengakomodasi praktikum Animasi, dengan fokus utama pada materi yang paling sulit dipahami murid yaitu terkait topik 3D. Lingkungan yang telah dibuat terbagi berdasarkan materi, antara lain mengenai topologi rigging; pencahayaan dan kamera 3D; serta prinsip animasi dilengkapi ujian untuk meningkatkan pemahaman terhadap materi dasar yang krusial. Luaran dari perancangan tidak terikat sistem pendidikan secara langsung namun direncanakan untuk dapat didistribusikan melalui situs yang dihubungkan dengan akses sekolah.
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Animation is one of the high competencies of enthusiasts because it is often used as a support for promotional media for industrial companies (PDSPK Kemendikbud, 2020). There are deficiencies in the quality of vocational services in terms of facilities and infrastructure; learning and practice. Attitudes include educational platform innovation as an alternative learning media, but the existing ones are less effective for practice, therefore a supportive educational platform is needed. In making facilities, the environment plays an important role as a digital practice space that supports competency needs, therefore a virtual environment is designed that can support the learning of Animation competency practicum for students in school age like vocational high school students. The design was carried out using research methods in the form of: (1) Questionnaires for vocational high school students studying animation competencies as potential users to find out their needs, interests and preferences, as well as insights on matters related to design topics; (2) Depth interviews with animation competence instructors, exploring data on animation as teaching materials in vocational high school as well as insights related to design topics; (3) Experimental studies to seek understanding, interest, criticism, suggestions, and responses of vocational high school students to the concepts that have been designed, as well as the advanced forms of the experimental study sketches to form the initial 3D edition; (4) Pre-test and post-test to find data about understanding of competence before and after seeing the results of the design; (5) User-testing to record responses to understanding and interest in visuals, content, as well as responses and interest in concepts; (6) Expert interviews with related parties such as virtual environment technology experts, distributors of digital educational facilities, as well as vocational directors, to obtain feedback. The interview finds out the feasibility of aspects. This research sequence resulted in a design concept in the form of a virtual environment where learning can be done by learning by doing where users receive information directly by observing objects provided in 3D in the environment. The design results are in the form of a virtual environment that is a non-immersive simulation that can accommodate practicum. Animation, with the main focus on material that is the most difficult for students to understand, namely related to 3D topics. The environment that has been created is divided based on material, including regarding rigging topology; lighting and 3D cameras; as well as animation principles accompanied by exams to improve understanding of crucial basic material. The luaran of the design is not directly bound by the education system but is planned to be distributed through sites linked to school access.
Item Type: | Thesis (Other) |
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Uncontrolled Keywords: | Lingkungan Virtual, Praktikum Animasi, Desain Lingkungan, Virtual Environment, Animation Practicum, Environment Design |
Subjects: | L Education > LB Theory and practice of education > LB1044.87 Internet in education (e-learning). Virtual reality in education. T Technology > T Technology (General) > T57.62 Simulation |
Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis |
Depositing User: | Nabila Kalika Damayanti |
Date Deposited: | 12 Feb 2023 07:51 |
Last Modified: | 12 Feb 2023 07:53 |
URI: | http://repository.its.ac.id/id/eprint/96901 |
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