Mariano, Andhika Lingga (2025) Pengembangan Gim Berbasis Realitas Virtual untuk Edukasi Sistem Isyarat Bahasa Indonesia. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Pembelajaran bahasa isyarat secara konvensional seperti melalui buku dan video sering kali bersifat pasif dan kurang memberikan umpan balik langsung kepada pelajar untuk mengetahui apakah pose tangan yang dilakukan sudah benar atau belum. Tugas Akhir ini bertujuan untuk mengembangkan sebuah gim edukasi berbasis Virtual Reality (VR) yang dirancang untuk memperkuat pembelajaran Sistem Isyarat Bahasa Indonesia (SIBI) secara interaktif dan imersif. Gim ini memadukan tema ninja dengan dua fase utama, yaitu fase mengeja dan fase menembak musuh yang disusun secara bergantian untuk menciptakan suasana belajar yang dinamis, menantang, dan memotivasi pemain. Pengembangan gim dilakukan menggunakan Unity dan teknologi hand pose detection dari Meta XR SDK dengan memanfaatkan fitur-fitur seperti curl, flexion, abduction, dan opposition untuk mengenali pose tangan pengguna secara real-time. Umpan balik visual berupa tanda centang dan audio berupa suara lonceng diberikan secara langsung saat pengguna melakukan pose yang benar, sehingga mendukung pembelajaran yang aktif tanpa memerlukan perangkat kontrol tambahan. Hasil evaluasi menunjukkan bahwa gim ini efektif dalam meningkatkan kemampuan pengguna dalam mengenali huruf-huruf SIBI dan melakukan pose tangan SIBI dengan tepat, sehingga membuat gim VR lebih cocok digunakan sebagai media pembelajaran lanjutan atau penguatan materi SIBI.
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Conventional sign language learning methods, such as books and videos, are often passive and lack direct feedback for learners to determine whether their hand poses are correct or not. This Final Project aims to develop an educational game based on Virtual Reality (VR) designed to reinforce the learning of the Indonesian Sign System (SIBI) in an interactive and immersive way. The game combines a ninja-themed setting with two main phases: spelling and enemy-shooting that alternate to create a dynamic, challenging, and motivating learning experience. The game was developed using Unity and the hand pose detection technology from the Meta XR SDK, utilizing features such as curl, flexion, abduction, and opposition to recognize users' hand poses in real time. Visual feedback in the form of a checkmark and audio feedback in the form of a bell sound are provided immediately when the correct pose is performed, supporting active learning without the need for additional controller devices. Evaluation results show that the game is effective in improving users' ability to recognize SIBI letters and perform SIBI hand poses accurately, making the VR game more suitable as a medium for reinforcement or advanced learning rather than initial introduction for SIBI.
Item Type: | Thesis (Other) |
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Uncontrolled Keywords: | Deteksi Gestur Tangan, Gim Edukasi, Realitas Virtual, Sistem Isyarat Bahasa Indonesia (SIBI), Unity, Educational Game, Hand Gesture Detection, Indonesian Sign Language System (SIBI), Unity, Virtual Reality |
Subjects: | L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods L Education > LB Theory and practice of education > LB1044.87 Internet in education (e-learning). Virtual reality in education. N Fine Arts > N Visual arts (General) For photography, see TR > N7433.8 Virtual reality |
Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis |
Depositing User: | Andhika Lingga Mariano |
Date Deposited: | 27 Jul 2025 06:29 |
Last Modified: | 27 Jul 2025 06:29 |
URI: | http://repository.its.ac.id/id/eprint/121605 |
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