Open Conference Systems, Language and Language Teaching Conference 2020

Font Size: 
THE DESIGN AND EVALUATION OF WEB VR CONTENT CREATOR IN JOB INTERVIEW SIMULATION
Siska Lidya Revianti, Pius Dian Widi Anggoro

Last modified: 2020-11-12

Abstract


This study is dealing with VR technology in a web platform which is used for job interview simulation cases. The evaluation was carried out to review the use of VR technology running on low-specification smartphones (Low-Cost Device) which require small internet connection. The Web VR and React 360 libraries were used to develop the virtual environments using the JavaScript language. Moreover, the Web Speech API was used to convert text into conversations by taking questions from the web service on the Moodle learning platform that was connected to PostgreSQL. The first testing methods were the web application performance, then followed by Alpha Testing, and a validation test by media and material experts, continued by Beta Testing and a product-use testing which is done by 15 participants of English 3 class students. The data collection technique used a questionnaire. According to the assessment of the media and material experts; as well as the users, each of them gave an assessment score of 83.10% of the media and material experts and 77.58% of the participants. The mean score of 80.34% was in the feasible category.


Keywords


English 3 Class; Job Interview; Low-Cost Device; Software Testing; Web VR

References


[1]    Drummond K.H, Houston T, Irvine T, et al. (2014). The rise and fall and rise of virtual reality. Vox Media.

[2]    Tham, J., Duin, A. H., Gee, L., Ernst, N., Abdelqader, B., & McGrath, M. (2018). Understanding virtual reality: Presence, embodiment, and professional practice. IEEE Transactions on Professional Communication, 61(2), 178-195.

[3]    Jou, M., & Wang, J. (2013). Investigation of effects of virtual reality environments on learning performance of technical skills. Computers in Human Behavior, 29(2), pp.433-438. DOI: 10.1016/j.chb.2012.04.020.

[4]    Hew, K. F., & Cheung,W. S. (2010). Use of three-dimensional (3-

D) immersive virtual worlds in K-12 and higher education settings: a review of the research. British journal of educational technology, 41(1), pp.33-55. DOI: 10.1111/j.1467- 8535.2008.00900.x

[5]    Quintana, M. G. B., & Fernandez, S. M. (2015). A pedagogical model to develop teaching skills. The collaborative learning experience in the Immersive Virtual World TYMMI. Computers in Human Behavior, 51, pp.594-603.

[6]    Ferrell, J. B., Campbell, J. P., McCarthy, D. R., McKay, K. T., Hensinger, M., Srinivasan, R., ... & Schneebeli, S. T. (2019). Chemical exploration with virtual reality in organic teaching laboratories. Journal of Chemical Education, 96(9), 1961-1966.

[7]    Khoerniawan, R. W., Putrama, I. M., & Agustini, K. (2018). Game Edukasi Penjelajah Berbasis Virtual Reality. KARMAPATI (Kumpulan Artikel Mahasiswa  Pendidikan  Teknik  Informatika), 7(1), 20-29.

[8]    Craddock, I. M. (2018). Immersive virtual reality, Google Expeditions, and English language learning. Library Technology Reports, 54(4), 7-9.

[9]    Meyer, L. (2016). Students explore the earth and beyond with virtual field trips. THE Journal, 43(3), 22-25. Retrieved from https://thejournal.com/Articles/2016/02/24/Students-Explore-the- Earth-and-Beyond- with-Virtual-Field-Trips.aspx


[10] Reinders, H., Lakarnchua, O., & Pegrum, M. (2015). A trade-off in learning: Mobile augmented reality for language learning. In M. Thomas & H. Reinders (Eds.), Contemporary Task-Based Language Teaching in Asia, (pp. 244-256). London: Bloomsbury

[11] Holden, C. L., & Sykes, J. M. (2011). Leveraging mobile games for place-based language learning. International Journal of Game-

Based Learning, 1(2), 1-18. doi: 10.4018/ijgbl.2011040101

[12] Cheng, A., Yang, L., & Andersen, E. (2017). Teaching language and culture with a virtual reality game. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (pp. 541-549).

[13] Melnik, J. (2018). Get That Job! the Quick and Complete Guide to a Winning Interview. Career Planning and Adult Development Journal, 34(3), 28.

[14] Smith, M. J., & Bell, M. D. (2016). Response: Importance of Virtual Reality Job Interview Training in Today’s World. The Journal of nervous and mental disease, 204(10), 800.

[15] Schmid Mast, M., Kleinlogel, E. P., Tur, B., & Bachmann, M. (2018). The future of interpersonal skills development: Immersive virtual reality training with virtual humans. Human Resource Development Quarterly, 29(2), 125-141.

[16] Jailani, M. K., & Nurbatra, L. H. (2019). Virtual Reality System For Job Interview Application: A Development Research. Celtic: A Journal of Culture, English Language Teaching, Literature and Linguistics, 6(1), 31-50.

[17] Reinders, H., & Pegrum, M. (2015). Supporting language learning on the move. An evaluative framework for mobile language learning        resources. Retrieved            from http://unitec.researchbank.ac.nz/bitstream/handle/10652/2991/Re inders%20and%20Pegrum.pdf

[18] Klopfer, E., Squire, K., & Jenkins, H. (2002). Environmental detectives: PDAs as a window into a virtual simulated world. In Wireless and Mobile Technologies in Education, 2002. Proceedings. IEEE International Workshop on (pp. 95-98). IEEE. doi: 10.1.1.457.5222

[19] Lai, C. (2017). Autonomous Language Learning with Technology: Beyond the Classroom. London: Bloomsbury. Li, S., Chen, Y., Whittinghill, D. M., & Vorvoreanu, M. (2014). A pilot study exploring augmented reality to increase motivation of Chinese college students learning English. In ASEE Annual Conference, Indianapolis, IN. Retrieved from https://peer.asee.org/19977

[20] Chapelle, C. (2011). Computer Applications in Second Language Acquisition. Foundations for Teaching, Testing and Research. Cambridge: Cambridge University Press.

[21] Warschauer, M. (2007). Computer-mediated collaborative learning: Theory and practice. The Modern Language Journal, 81(4), 470-481. URL: http://www.jstor.org/stable/328890

[22] Wang, H. Y., Liu, G. Z., & Hwang, G. J. (2017). Integrating socio‐ cultural contexts and location‐based systems for ubiquitous language learning in museums: A state of the art review of 2009– 2014. British Journal of Educational Technology, 48(2), 653-671.

[23] Schwienhorst, K. (2012). Learner Autonomy and CALL Environments. New York: Routledge.

[24] Letić, M., Nenadić, K., & Nikolić, L. (2018, May). Real-time map projection in virtual reality using WebVR. In 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO) (pp. 1439-1443). IEEE.

[25] Dibbern, C., Uhr, M., Krupke, D., & Steinicke, F. (2018). Can WebVR further the adoption of Virtual Reality?. Mensch und Computer 2018-Usability Professionals.

[26] Chua, R. K. H. (2020). FAQ chatbot web framework for response comparisons and performance analysis.

[27] Sugiyono, P. D. (2015). Metode Penelitian dan Pengembangan. Bandung: Alfabeta.

[28] Sugiyono, P. D. (2008). Metode Penelitian Pendidikan (Pendekatan Kuantitatif, Kualitatif, dan R&D). Bandung: Alfabeta.

[29] Aryanti, T., Supriyono, S., & Ishaq, I. (2018). EVALUASI PROGRAM PENDIDIKAN DAN PELATIHAN. Jurnal Pendidikan Nonformal, 10(1), 1-13.

[30] Arikunto, Suharsimi, & Safruddin A.J, Cepi. (2009). Evaluasi Program Pendidikan. Jakarta: Bumi Aksara.

[31] Ningsih, N. (2018). Aplikasi Teori Belajar Konstruktivisme Dalam Pembelajaran Bahasa Asing. FOUNDASIA, 9(1).