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dc.contributor.advisorAndayani, Ulfi
dc.contributor.advisorSiregar, Baihaqi
dc.contributor.authorHidayat, Rizka Annisa
dc.date.accessioned2024-10-31T07:01:26Z
dc.date.available2024-10-31T07:01:26Z
dc.date.issued2024
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/98503
dc.description.abstractBiology is one of the important subjects in high school that studies life and living organisms, including viruses. Virus material is often considered difficult by students due to its microscopic and complex nature. This study aims to develop interactive learning media that facilitates students' understanding of viruses by utilizing Virtual Reality (VR) technology and a chatbot based on Natural Language Processing (NLP). This learning media is designed to provide a more immersive and interactive learning experience. The NLP chatbot is used to provide responsive and personalized interactions for users, allowing students to ask questions and receive direct explanations in the VR environment. The VR technology in this study is used to visualize viruses associated with six types of diseases, namely smallpox, influenza, hepatitis, coronavirus, Ebola, and HIV in the form of 3D objects. The creation of 3D objects uses Unity 3D, implemented with the Virtual Box tool. The results of the study show that the use of interactive learning media based on VR can significantly improve students' understanding of virus material. Testing involved 30 student respondents and one high school biology teacher respondent using the Likert scale calculation, a self-report measurement tool, which showed that 88.2% of all respondents provided positive feedback on this media in terms of learning effectiveness, application use, and learning motivation. Additionally, 35.16% and 47.9% of respondents strongly agreed on the satisfaction with all aspects of the application's UI and UX assessment. This study concludes that the development of interactive learning media based on VR with the NLP chatbot method is a potential innovation to be applied in high school biology education, providing an effective solution in facing the challenges of learning in the digital era.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectVirusen_US
dc.subjectBiologyen_US
dc.subjectVirtual Realityen_US
dc.subjectChatboten_US
dc.subjectNatural Language Processing (NLP)en_US
dc.subjectUnity 3Den_US
dc.subjectVirtual Boxen_US
dc.titleAplikasi Permainan Edukasi Pencegahan Kekerasan Seksual pada Anak Menggunakan Pathfinding A* dan Random Number Generatoren_US
dc.title.alternativeAn Educational Game Application for Preventing Child Sexual Abuse Using Pathfinding A* and Random Number Generatoren_US
dc.typeThesisen_US
dc.identifier.nimNIM191402069
dc.identifier.nidnNIDN0119048603
dc.identifier.nidnNIDN0008017906
dc.identifier.kodeprodiKODEPRODI59201#Teknologi Informasi
dc.description.pages92 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US
dc.subject.sdgsSDGs 9. Industry Innovation And Infrastructureen_US


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