Virtual Game Learning Media to Understand the Types and Formation of High School Students Identities using the Vilamil Molina Method

Penulis

  • Muhammad Syahrul Azhari Nasution Universitas Harapan Medan Penulis

Kata Kunci:

Virtual game, Self-identity, High school students, Recognizing types , Vilamil Molina method

Abstrak

This study aims to address the challenges of conventional learning regarding the types and formation of self-identity among high school students by applying a virtual game as a learning medium. Conventional learning methods, such as lectures and textbooks, are often considered less effective in capturing students’ attention on personal topics like self-identity. Therefore, this research proposes the use of a virtual game combined with the Vilamil Molina Method to create a more interactive and engaging learning experience. The Vilamil Molina Method is a structured multimedia development approach that consists of five main stages: Development, Preproduction, Production, Postproduction, and Delivery. In the Development stage, the initial concept of an educational First Person Perspective (FPP) game application was formulated, targeting high school students. During the Preproduction stage, detailed designs such as Use Case Diagrams, Activity Diagrams, and Storyboards were created. The Production stage focused on implementing these designs by integrating a virtual museum environment and 3D objects using Unity. In the Postproduction stage, system testing was conducted through the Black Box method to ensure the application’s functionality. The final stage, Delivery, involved distributing the application to users for trial. The results of the study indicate that implementing a virtual game with the Vilamil Molina Method successfully created an effective learning medium. Functionality testing and user trials showed that the application worked properly, and the designed interactions functioned logically. By combining the entertainment elements of gaming with a systematic educational approach, this application is expected to improve high school students’ motivation, engagement, and understanding of self-identity formation in greater depth.

Referensi

H. A. B. Cintya and V. H. Satria, “Mempromosikan Mata Kuliah Desain Visual Karakter Menggunakan Media Game Untuk Siswa SMA,” AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL, vol. 6, no. 1, pp. 51–62, Jan. 2025, doi: 10.59997/AMARASI.V6I1.4596.

R. Y. Ariyana, “Sistem Pengantar Multimedia,” 2022.

A. Vickro, “Perancangan Storyboard Pada Game Edukasi Kerajaan Siak Sri Indrapura dengan Genre RPG Menggunakan Metode Balanced design,” Jan. 2023, Accessed: Sep. 29, 2025. [Online]. Available: https://jpti.journals.id/index.php/jpti/article/view/266

L. K. S. Tolentino et al., “IoT-based Closed Algal Cultivation System with Vision System for Cell Count through ImageJ via Raspberry Pi,” 2021. Accessed: Sep. 29, 2025. [Online]. Available: https://papers.ssrn.com/abstract=3897266

R. Roedavan et al., “Implementasi Teknologi Multimedia Interaktif sebagai Strategi Promosi Digital UMKM,” Jurnal Pengabdian Masyarakat dan Riset Pendidikan, vol. 3, no. 2, pp. 65–70, Jan. 2024, doi: 10.31004/JERKIN.V3I2.355.

K. Indra Sukma, T. Handayani, and U. Muhammadiyah Hamka, “Pengaruh Penggunaan Media Interaktif Berbasis Wordwall Quiz Terhadap Hasil Belajar Ipa Di Sekolah Dasar,” Jurnal Cakrawala Pendas, vol. 8, no. 4, pp. 1020–1028, Oct. 2022, doi: 10.31949/JCP.V8I4.2767.

N. Faijah, N. Nuryadi, and N. H. Marhaeni, “Efektiivitas Penggunaan Game Edukasi Quizwhizzer Untuk Meningkatkan Pemahaman Konsep Teorema Phytagoras,” PHI: Jurnal Pendidikan Matematika, vol. 6, no. 1, pp. 117–123, Apr. 2022, doi: 10.33087/PHI.V6I1.194.

N. F. Anshori and M. Darwis, “Pengaruh Metode Pembelajaran Konvensional dan Pembelajaran Berbasis Teknologi Terhadap Pemahaman Materi PAI di SMPN 1 Randuagung,” Kitabaca : Journal of Islamic Studies, vol. 1, no. 1, pp. 51–63, Jun. 2024, doi: 10.54471/kitabaca.

N. A. Hawari and E. D. Putra, “Analisis Perbandingan Metode Multimedia Development Live Cycle Pada Augmented Reality,” Jurnal Media Infotama, vol. 18, no. 1, pp. 48–55, Apr. 2022, doi: 10.37676/JMI.V18I1.1759.

S. A. Rahman, W. Binti Hashim, and A. Yusof, “Designing A Use Case Diagram for Developing An Electricity Consumption (EC) System,” Proceedings - International Conference on Computer and Information Sciences: Sustaining Tomorrow with Digital Innovation, ICCOINS 2021, pp. 282–285, Jul. 2021, doi: 10.1109/ICCOINS49721.2021.9497156.

O. Putri Aisyiyah Rakhma Devi and Y. Ayu Nastiti, “Edukasi Mobile Operating System Android Dan Ios Untuk Wawasan Siswa SMK YPI Darussalam 1 Cerme Gresik,” J-ABDI: Jurnal Pengabdian kepada Masyarakat, vol. 4, no. 3, pp. 411–418, Aug. 2024, Accessed: Sep. 29, 2025. [Online]. Available: https://bajangjournal.com/index.php/J-ABDI/article/view/8364

M. F. Febriansyah and Y. Sumaryana, “Pengembangan Aplikasi Media Pembelajaran Sekolah Dasar Menggunakan Metode Multimedia Development Life Cycle (MDLC),” Informatics and Digital Expert (INDEX), vol. 3, no. 2, pp. 61–68, Nov. 2021, doi: 10.36423/INDEX.V3I2.838.

S. Nila, H. P. Pahrudin, and M. Fahmi, “Analisis Tingkat Kepuasan Masyarakat terhadap Dampak Operasional Perseroan Terbatas menggunakan Metode Unified Modeling Language,” RIGGS: Journal of Artificial Intelligence and Digital Business, vol. 4, no. 2, pp. 37–45, May 2025, doi: 10.31004/riggs.v4i2.449.

R. Novita and S. Z. Harahap, “Pengembangan Media Pembelajaran Interaktif Pada Mata Pelajaran Sistem Komputer Di SMK,” INFORMATIKA, vol. 8, no. 1, pp. 36–44, Jan. 2020, doi: 10.36987/INFORMATIKA.V8I1.1532.

E. Setyaningsih, “Perkembangan Multimedia Digital dan Pembelajaran,” Indonesian Journal of Learning and Instructional Innovation, vol. 1, no. 01, pp. 24–34, Jun. 2023, doi: 10.20961/IJOLII.V1I01.920.

R. (Rama) Donna, A. S. (Asep) Egok, and R. (Riduan) Febriandi, “Pengembangan Multimedia Interaktif Berbasis Powtoon pada Pembelajaran Tematik di Sekolah Dasar,” Jurnal Basicedu, vol. 5, no. 5, pp. 3799–3813, Sep. 2021, doi: 10.31004/BASICEDU.V5I5.1382.

A. A. Pramesti, R. P. Sitompul, N. Sopiya, and Fitroh, “Systematic Literature Review: Pemanfaatan Virtual Reality (Vr) Sebagai Alternatif Media Pembelajaran,” Jurnal Pendidikan Teknologi dan Kejuruan, vol. 19, no. 2, pp. 105–117, Jul. 2022, doi: 10.23887/JPTKUNDIKSHA.V19I2.48027.

Diterbitkan

2025-11-26

Cara Mengutip

Nasution, M. S. A. (2025). Virtual Game Learning Media to Understand the Types and Formation of High School Students Identities using the Vilamil Molina Method. Journal of Technology and Computer, 2(4), 268-274. https://journal.technolabs.co.id/index.php/jotechcom/article/view/72

Artikel paling banyak dibaca berdasarkan penulis yang sama

<< < 1 2 3 4 5 6 7 8 > >>