Tren dan Visualisasi dari Unity 3D For Education sebagai riset gamifikasi Pembelarajan: Bibliometrik analisis

Reno Nurdiyanto

Abstract


Dalam era di mana teknologi terus mengalami perkembangan pesat, penggunaan pengembang
permainan berkembang pesat salah satunya pada permainan untuk pembelajaran. Unity 3D
merupakan software pengembang permainan yang telah menyediakan forum pengembangan
untuk pendidikan. sangat penting untuk memanfaatkan ini untuk meningkatkan kualitas
pendidikan saat ini. Artikel ini menyajikan analisis tren dan visualisasi perkembangan penggunaan
Software Unity 3D dalam riset pendidikan selama satu dekade terakhir. Pendekatan yang
digunakan dalam penelitian ini mencakup analisis deskriptif dan metode bibliometric. Studi ini
berfokus pada artikel dan conference paper yang sumber dari database scopus. Telah
teranalisis sebanyak 94 artikel dan 297 conference paper yang relevan dengan penelitian ini.
Ditemukan tiga teratas topik yang sedang berkembang yaitu augmented reality, 3D modeling
dan human computer interaction . Implikasi dari temuan yang tersaji dapat membantu praktisi dan
peneliti yang mengarahkan pada tren dan perkembangan lebih lanjut dalam penggunaan software
Unity 3D dalam konteks pendidikan. Selain itu, visualisasi hasil pemetaan membantu
pengidentifikasian peluang penelitian masa depan yang mungkin berfokus pada pengembangan
alat dan sumber daya pembelajaran yang menggunakan software Unity 3D seperti pengembang
aplikasi ataupun teknolog pendidikan.


Full Text:

PDF

References


Aguilar, I. S., Correa, J. L., & Pruna, E. P. (2021). 3D Virtual System of a Liquid Filling and Packaging Process,

Using the Hardware in the Loop Technique. Dalam L. T. De Paolis, P. Arpaia, & P. Bourdot (Ed.),

Augmented Reality Virtual Reality, and Computer Graphics (Vol. 12980, hlm. 573–587). Springer

International Publishing. https://doi.org/10.1007/978-3-030- 87595-4_42

Akcaoglu, M., Dogan, S., & Hodges, C. B. (2022). Real Coding and Real Games: Design and Development of a

Middle School Curriculum Using Unity 3D. TechTrends, 66(6), 931–937.

https://doi.org/10.1007/s11528-022-00782-1

Angga Kusuma, G. T., Wirawan, I. M. A., & Arthana, I. K. R. (2018). Virtual Reality for Learning Fish Types in

Kindergarten. International Journal of Interactive Mobile Technologies (iJIM), 12(8), 41.

https://doi.org/10.3991/ijim.v12i8.9246

Aria, M., & Cuccurullo, C. (2017). bibliometrix: An R-tool for comprehensive science mapping analysis. Journal

of Informetrics, 11(4), 959–975. https://doi.org/10.1016/j.joi.2017.08.007

Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., & De Gloria, A.

(2015). Mapping learning and game mechanics for serious games analysis: Mapping learning and

game mechanics. British Journal of Educational Technology, 46(2), 391–411.

https://doi.org/10.1111/bjet.12113

Benabdelouahab, S., García-Berná, J. A., Moumouh, C., Carrillo-de-Gea, J. M., El Bouhdidi, J., El Younoussi, Y., &

Fernández-Alemán, J. L. (2023). A Bibliometric Study on E-Learning Software Engineering Education.

JUCS - Journal of Universal Computer Science, 29(6), 510–545. https://doi.org/10.3897/jucs.87550

Boonbrahm, P., & Kaewrat, C. (2014). Assembly of the Virtual Model with Real Hands Using Augmented

Reality Technology. Dalam R. Shumaker & S. Lackey (Ed.), Virtual, Augmented and Mixed Reality.

Designing and Developing Virtual and Augmented Environments (Vol. 8525, hlm. 329–338). Springer

International Publishing. https://doi.org/10.1007/978-3-319-07458-0_31

Boonbrahm, P., Kaewrat, C., & Boonbrahm, S. (2016). Interactive Augmented Reality: A New Approach for

Collaborative Learning. Dalam P. Zaphiris & A. Ioannou (Ed.), Learning and Collaboration Technologies

(Vol. 9753, hlm.115–124). Springer International Publishing. https://doi.org/10.1007/978-3-319-

-1_11

Bouatrous, A., Meziane, A., Zenati, N., & Hamitouche, C. (2023). A new adaptive VR-based exergame for hand

rehabilitation after stroke. Multimedia Systems. https://doi.org/10.1007/s00530-023-01180-0

Brika, S. K. M., Chergui, K., Algamdi, A., Musa, A. A., & Zouaghi, R. (2022). E-Learning Research Trends in

Higher Education in Light of COVID-19: A Bibliometric Analysis. Frontiers in Psychology, 12, 762819.

https://doi.org/10.3389/fpsyg.2021.762819

Carbonell-Carrera, C., Saorin, J. L., & Melián Díaz, D. (2021). User VR Experience and Motivation Study

in an Immersive 3D Geovisualization Environment Using a Game Engine for Landscape Design

Teaching. Land, 10(5), 492. https://doi.org/10.3390/land10050492

Chow, A. K., & Sharmin, N. (2021). Developing an Interactive Computer Program for Integrated Dental

Education. Healthcare Informatics Research, 27(4), 335–340.

https://doi.org/10.4258/hir.2021.27.4.335

Chung, L.-Y., & Chang, R.-C. (2017). The Effect of Gender on Motivation and Student Achievement in Digital

Game-based Learning: A Case Study of a Contented-Based Classroom. EURASIA Journal of

Mathematics, Science and Technology Education, 13(6).

https://doi.org/10.12973/eurasia.2017.01227a

Conesa-Pastor, J., & Contero, M. (2021). EVM: An Educational Virtual Reality Modeling Tool; Evaluation Study

with Freshman Engineering Students. Applied Sciences, 12(1), 390.

https://doi.org/10.3390/app12010390

Daineko, Ye. A., Aitmagambetov, A. Z., Tsoy, D. D., Kulakayeva, A. E., & Ipalakova, M. T. (2022). Computer

Simulation of a Spectrum Analyzer Based on the Unity Game Engine. Dalam L. T. De Paolis, P. Arpaia,

& M. Sacco (Ed.), Extended Reality (Vol. 13445, hlm. 104–112). Springer International Publishing.

https://doi.org/10.1007/978-3-031-15546-8_8

Donthu, N., Kumar, S., & Pattnaik, D. (2020). Forty-five years of Journal of Business Research: A bibliometric

analysis. Journal of Business Research, 109, 1–14. https://doi.org/10.1016/j.jbusres.2019.10.039

Garrison, E., Colin, S., Lemberger, O., & ... (2021). Interactive learning for nurses through gamification. JONA:

The Journal of …, Query date: 2023-03-15 03:45:55.

https://journals.lww.com/jonajournal/Fulltext/2021/02000/Interactive_Lear

ning_for_Nurses_Through.9.aspx?context=FeaturedArticles

Govindarajan, R. (2020). Exploiting Gamification and Interactive Activities to Achieve Better Students’

Engagement in ELT Classes. Arab World English Journal (AWEJ) Proceedings …, Query date: 2023-03-

03:45:55. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3798145

Hamidi, S. R., Ismail, M. A., Mohamed Shuhidan, S., & Abd Kadir, S. (2023). Corporate Reputation in Industry

0: A Systematic Literature Review and Bibliometric Analysis. SAGE Open, 13(4),

https://doi.org/10.1177/21582440231200951

Hjorungdal, R.-M., Sanfilippo, F., Osen, O. L., Rutle, A., & Bye, R. T. (2016). A Game-Based Learning Framework

For Controlling Brain-Actuated Wheelchairs. ECMS 2016 Proceedings Edited by Thorsten Claus, Frank

Herrmann, Michael Manitz, Oliver Rose, 554–563. https://doi.org/10.7148/2016-0554

Huang, W., Xiang, H., & Li, S. (2019). RETRACTED ARTICLE: The application of augmented reality and unity

D in interaction with intangible cultural heritage. Evolutionary Intelligence.

https://doi.org/10.1007/s12065-019-00314-6

Iii, K. A. R., Stone, H. N., & Chambers, T. L. (2019). Empowering Through Knowledge: Exploring Place-based

Environmental Education in Louisiana Classrooms Through Virtual Reality. 10(1).

Kang, Y., & Chang, Y. (2019). Using a motion‐controlled game to teach four elementary school children with

intellectual disabilities to improve hand hygiene. Journal of Applied Research in Intellectual Disabilities,

(4), 942–951. https://doi.org/10.1111/jar.12587

Lim, W. M., & Kumar, S. (2023). Guidelines for interpreting the results of bibliometric analysis: A

sensemaking approach. Global Business and Organizational Excellence, joe.22229.

https://doi.org/10.1002/joe.22229

Liritzis, I., Volonakis, P., & Vosinakis, S. (2021). 3D Reconstruction of Cultural Heritage Sites as an

Educational Approach. The Sanctuary of Delphi. Applied Sciences, 11(8), 3635.

https://doi.org/10.3390/app11083635

Lo, C.-M., Wang, J.-H., & Wang, H.-W. (2022). Virtual reality human–robot interaction technology acceptance

model for learning direct current and alternating current. The Journal of Supercomputing, 78(13),

–15337. https://doi.org/10.1007/s11227-022-04455-x

Min, W., & Yu, Z. (2023). A Bibliometric Analysis of Augmented Reality in Language Learning. Sustainability,

(9), 7235. https://doi.org/10.3390/su15097235

Mystakidis, S., Besharat, J., Papantzikos, G., Christopoulos, A., Stylios, C., Agorgianitis, S., & Tselentis, D.

(2022). Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire

Preparedness Training. Education Sciences, 12(4), 281. https://doi.org/10.3390/educsci12040281

Passos, C., Da Silva, M. H., Mol, A. C. A., & Carvalho, P. V. R. (2017). Design of a collaborative virtual

environment for training security agents in big events. Cognition, Technology & Work, 19(2–3),

–328. https://doi.org/10.1007/s10111-017-0407-5

Prahani, B. K., Imah, E. M., Maureen, I. Y., Rakhmawati, L., & Saphira, H. V. (2023). Trend and Visualization of

Artificial Intelligence Research in the Last 10 Years. TEM Journal, 918–927.

https://doi.org/10.18421/TEM122-38

Pruna, E., Balladares, G., & Teneda, H. (2021). 3D Virtual System of a Distillation Tower, and Process

Control Using the Hardware in the Loop Technique. Dalam L. T. De Paolis, P. Arpaia, & P. Bourdot

(Ed.), Augmented Reality, Virtual Reality, and Computer Graphics (Vol. 12980, hlm. 621–638). Springer

International Publishing. https://doi.org/10.1007/978-3-030-87595-4_45

Salar, R., Arici, F., Caliklar, S., & Yilmaz, R. M. (2020). A Model for Augmented Reality Immersion Experiences

of University Students Studying in Science Education. Journal of Science Education and Technology,

(2), 257–271. https://doi.org/10.1007/s10956-019-09810-x

Saleh, A. Y., Chin, G. S., Othman, M. K., Mohamad, F. S., & Chen, C. J. (2023). Immersive Visualization of

Python Coding Using Virtual Reality. International Journal on Advanced Science, Engineering and

Information Technology, 13(1), 336. https://doi.org/10.18517/ijaseit.13.1.16028

Shorey, S., Ang, E., Yap, J., Ng, E. D., Lau, S. T., & Chui, C. K. (2019). A Virtual Counseling Application Using

Artificial Intelligence for Communication Skills Training in Nursing Education: Development Study.

Journal of Medical Internet Research, 21(10), e14658. https://doi.org/10.2196/14658

Suwandi, T., Padmasari, A. C., & Sriwulan, W. (2023). Virtual garden: Development and student’s perceptions.

Journal of Technology and Science Education, 13(1), 208. https://doi.org/10.3926/jotse.1523

Wang, D. (2018). Gamified learning through unity 3D in visualizing environments. Neural

Computing and Applications, 29(5), 1399–1404. https://doi.org/10.1007/s00521-017-2928-5

Wu, W.-C., & Vu, V.-H. (2022). Application of Virtual Reality Method in Aircraft Maintenance Service—Taking

Dornier 228 as an Example. Applied Sciences, 12(14), 7283. https://doi.org/10.3390/app12147283

Yu, L., Wang, W., Liu, Z., Liu, Z., Xu, Y., & Lin, Y. (2023). Construction of a virtual simulation laboratory for gene

detection. BMC Medical Education, 23(1), 423. https://doi.org/10.1186/s12909-023-04401-2

Zupic, I., & Čater, T. (2015). Bibliometric Methods in Management and Organization. Organizational Research

Methods, 18(3), 429–472. https://doi.org/10.1177/1094428114562629


Refbacks

  • There are currently no refbacks.


This proceeding series is indexed by:

ipiii.pnggoogle.png

ISSN: 2987-2448