Proceedings of the 6th Vocational Education International Conference (VEIC 2024)

Applying Virtual Labs with The Technology of Video Games: Student Satisfaction

Authors
Edi Sarwono1, 2, *, Ting-Ting Wu2
1Electrical Engineering Department, Universitas Negeri Semarang, Semarang, Indonesia
2Graduate School of Technological and Vocational Education, National Yunlin University of Science and Technology, Yunlin, 64002, Taiwan
*Corresponding author. Email: edisarwono@mail.unnes.ac.id
Corresponding Author
Edi Sarwono
Available Online 31 December 2024.
DOI
10.2991/978-2-38476-342-9_9How to use a DOI?
Keywords
virtual labs; student satisfaction; engineering education
ABSTRACT

The laboratory is a crucial aspect of electrical engineering education. Through participation in laboratory activities, students can develop practical skills such as design, interaction, and creative thinking. Technological advancements have led to the introduction of virtual laboratories. This study explores the application of 3D virtual labs using video game technology and presents the results of a student satisfaction survey regarding the learning methods employed to support laboratory courses. A quasi-experimental research design with a single group pre-test and post-test was employed, involving seventy-three electrical engineering freshmen. The findings indicate that 3D virtual labs integrated with visual, text, and sound feedback features can enhance user satisfaction and support laboratory courses. The use of 3D virtual labs with video game technology applications that provide these feedback features can help electrical engineering students better understand electrical and electronic circuits, leading to positive student satisfaction. The suggested methodology could potentially be applied to similar educational software applications beyond electrical engineering, encompassing various fields of science and engineering.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 6th Vocational Education International Conference (VEIC 2024)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
31 December 2024
ISBN
978-2-38476-342-9
ISSN
2352-5398
DOI
10.2991/978-2-38476-342-9_9How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Edi Sarwono
AU  - Ting-Ting Wu
PY  - 2024
DA  - 2024/12/31
TI  - Applying Virtual Labs with The Technology of Video Games: Student Satisfaction
BT  - Proceedings of the 6th Vocational Education International Conference (VEIC 2024)
PB  - Atlantis Press
SP  - 67
EP  - 71
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-342-9_9
DO  - 10.2991/978-2-38476-342-9_9
ID  - Sarwono2024
ER  -