Design of Interactive E-Learning Based on Virtual Tour for Higher
Education
Didik Dwi Prasetya
1,2
, Aji Prasetya Wibawa
1
, Triyanna Widiyaningtyas
1
, Tsukasa Hirashima
2
1
State University of Malang, Malang, Indonesia, Malang, Indonesia
2
Graduate School of Engineering, Hiroshima University, Japan
Keywords: E-learning, Virtual Tour, Interactive, Immersive, Web
Abstract: E-learning has become a very interesting topic because it offers practical solutions to solve problems in
traditional learning or face to face. The e-learning approach utilizes Internet and web technologies to provide
adequate learning support. This article proposes the design of an e-learning system based on the virtual tour
for higher education in the State University of Malang. The virtual tour presents the real-life visualization of
the outside 360-degree moveable dynamic Computer Network components images as the original object. This
web-based technology design utilizes HTML5, CSS3, and AJAX scripting to realize a rich interactive and
immersive environment. The functionality test results show that the application design is running well in
accordance with the defined specifications and no errors found. In the limited testing, the students were very
enthusiastic in this approach that enhanced the learning experience and provided positive feedback through
the given questionnaire.
1 INTRODUCTION
Information and Communication Technology (ICT)
has a dominant role in changing the human lifestyle
today. As we know, almost all human activities, both
for commercial and non-commercial purposes, rely
on the ICT services. There are many fields that are
actually utilizing the services of this technology, one
of them is education. Various educational strategies,
from elementary until higher education level,
implement ICT-based systems, for example,
electronic learning (or simply called e-learning). In
recent years, e-learning has become a very interesting
topic because it offers practical solutions to solve
problems in traditional learning or face to face.
Classical teaching alone in a classroom may not be
suitable to fulfil the individual requirements to serve
each student’s needs which currently leads to the use
of modern technology (Banditvilai, 2016). Many
researchers agree that the most significant revolution
offered by e-learning is the ability to overcome the
limits of place and time in learning (Tsai, 2009).
According to (Ivleva and Fibikh, 2016), an e- learning
approach is also considered appropriate to be one of
the valuable solutions to be implemented in education
development. E-learning offers many advantages to
support education and learning, including being able
to save time, costs, and resources.
The interaction between teacher and students in
the e-learning context can be implemented either
synchronous (real-time) or asynchronous (delayed).
Online learning based on ICT features and services
are widely applied in education environment because
it offers ease and flexibility. However, this exciting
potential must be supported with adequate
infrastructure, including the availability of
meaningful and interesting content. The role of this
learning content is very important to facilitate the
success of e-learning or digital learning based on ICT.
To optimize the quality of electronic learning, it is
necessary a rich and interactive learning content.
Interactive contents are often used to describe the
relationship between two things influencing each
other (Prasetya, Wibawa and Hirashima, 2018).
Provision of rich content can be realized through
multimedia elements, such as text, image, audio, and
video. The learning system based on multimedia
contents is also able to provide better visual
representation and achieve resource sharing among
students effectively (Wang, Qi and Cui, 2016).
According to the study conducted by (Ni, 2017), the
use of multimedia content in learning is able to
provide various learning information needed by
10
Prasetya, D., Wibawa, A., Widiyaningtyas, T. and Hirashima, T.
Design of Interactive E-Learning Based on Virtual Tour for Higher Education.
DOI: 10.5220/0008407000100014
In Proceedings of the 2nd International Conference on Learning Innovation (ICLI 2018), pages 10-14
ISBN: 978-989-758-391-9
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
students and make language practice in learning more
effectively.
One of the potential opportunities to implement
multimedia-based e-learning is integrating a virtual
tour approach. A virtual tour is an interactive
simulation of an existing location on the earth, usually
composed of a sequence text, still images, and
panoramas. The word panorama denotes an unbroken
tour/view because a panorama can be a series of
images captured by the photographer or the video
footage (Cho and Fesenmaier, 2000). These virtual
tours have taken from a series of panoramic
photograph known as a vantage point. A virtual tour
is a computer-based virtual environment which
reconstructs and represents a real place virtually (Yoo
et al., 2010). Thus, this technique provides a real
sensation to users as if they visit the area in advance.
In the 360-degree virtual tour, a panoramic simulation
form is provided in full to a 360-degree viewing
angle. Virtual environments are being utilized in a
wide range of academic and commercial applications.
The study of virtual tour application in
entertainment and commercial fields has been done
and intended for various purposes. (Zhang, Zhu and
Ma, 2017) proposed a special approach for spherical
panorama recording by utilizing a head-mounted
display equipped with stereo effects on a virtual tour
system application. So, in addition to providing
realistic photos like virtual tour applications in
general, this system offers voice features that make
users more impressed. Nevertheless, the
implementation of this virtual tour technology in the
education area is still not much done. One of the
relevant studies related to the use of virtual tours in
the field of education was conducted by (Rajapaksha
et al., 2017). In his research, Rajapaksha developed
E-GEO e-learning application to support Geography
subject in Srilanka. The entire design of the
application adopts gamification technique to provide
a motivational environment for users. This
application works in a totally offline environment
without the Internet connectivity.
Referring to the related studies we have
mentioned, we can highlight the differences works
with our proposed research. The objective of this
study is the design of interactive e-learning based on
virtual tour technology for higher education in the
State University of Malang. This system is an
extension of the previous system that we have
developed before, namely a web-based lightweight
interactive multimedia application for distance
learning (Prasetya, Wibawa and Ahmar, 2018). Here
we add new features to existing systems, a virtual
simulation of a tour of computer network hardware
components. We integrate virtual tour features to
produce a more interesting and motivating electronic
learning environment. Thus, students can have a more
realistic representation of objects in learning.
2 METHOD
2.1 System Design
The designed application is an electronic learning
application that utilizes multimedia content to support
the learning process. The resulting output is a
software application product, so the development
design also refers to the relevant process model. After
the development phase, we conduct a series of tests to
ensure that the product is free of errors and meets the
appropriateness of use.
The illustration of the system design can be
described using the use case diagram as shown in
Figure 1. Here are two main users who will interact
with the system, they are learners or students and
teachers or lecturers. Learners are an entity who has
the main role to access the public learning services of
the system, such as view materials, virtual tour and
take interactive quizzes. In the other side, the teacher
entity is a dedicated user who has the main
responsibility for managing the content of the
learning system. To access the provided content, both
learners and teacher must log in first. After successful
login, they will be redirected to each page according
to their level of the user.
Figure 1: Use case diagram of the system.
The main objective of this application design is to
provide an interactive and immersive learning content
in order to help improve the quality of education
services. To realize the research goal, we choose web
technology as the basis of the application platform.
The web technology approach is clearly accessible
widely and together easily.
Design of Interactive E-Learning Based on Virtual Tour for Higher Education
11
2.2 System Testing
There are two types of testing conducted in this study:
product testing and user feasibility testing. Product
testing is done by testing the main functions
contained in e-learning application developed using a
black-box method. The main functions of the system
represented by five subsystems that have been
defined in the use case diagram. To get the objective
result, we use the same hardware specifications in
both the implementation and test.
The user feasibility test aims to determine the
usefulness of the product directly. This test is
conducted in a limited way by taking 15 university
students in the Informatics Engineering Education
study program. In order for the results of testing to be
more optimal, the selection of subjects is made
through a selection by the class teacher by referring
to three categories of student's abilities (advanced,
intermediate, basic) with each of 5 people. To
complete the testing process, a questionnaire sheet
was provided using a 4-point Likert scale
3 RESULT AND DISCUSSION
As we mentioned above, the product in this study is
an extension of the features of the products that we
have developed previously. Thus, the main interface
design also has the same appearance. So, this system
is a web-based learning application that takes case
studies of Basic Computer Network courses. In the
beginning, there are three main menus available,
including basic material, simulation exercises, and
interactive quizzes. The main interface design is
shown in Figure 2.
The first part of the material contains an
introduction to computer networks that are adjusted
to the level of college. This material content is
compiled with reference to textbooks and consists of
text, images, and videos. The structure of this basic
material is similar to that in textbooks, it's just added
animated and video content. In the training section,
students can try the simulation of composing
computer network design based on topology. To try
these interactive simulation students use mouse input
devices by dragging and dropping to the appropriate
node. Display simulation page for composing
computer network design is shown in Figure 3. One
of the additional features provided in this learning
system application is full-screen display. This feature
enables the users to focus on the wide view of window
application without any interruption by the other
window application.
Unlike the previous applications that only finished
at the computer network design step, here we added a
virtual tour feature. When the computer network is
properly arranged, students can click on the
components involved to see more details. Display
components are designed based on virtual tour
technology that can be shifted to the left or right.
Thus, students can have a more understanding of the
picture of the components as shown in Figure 4.
Figure 2: Main page of learning system.
Figure 3: Network design simulation.
Figure 4: Virtual tour of content material.
ICLI 2018 - 2nd International Conference on Learning Innovation
12
The implementation of a virtual tour approach in
electronic learning applications looks very
appropriate and interesting. However, in the context
of computer network material, students need to
understand well the components used, including
detailed descriptions. Through the virtual tour view,
students can see component objects virtually with an
angle of 360 degrees freedom. This approach is able
to represent objects in real terms as if looking
directly. So, students are no longer just to imagining
without getting complete information.
The next step after the product development stage
is to ensure that the product is in accordance with
specifications and there are no errors found. In
software development, this step was realized through
a series of trials. To support this testing phase we
define procedures and test cases first. This phase
includes the activities of executing the system in the
defined condition and observes the results.
Testing performed by evaluating the main
functions of the smallest unit until the whole system.
Testing conducted using black-box methods and
based on the scenario in each subsystem. There are
two scenarios that we involve: normal and alternative
scenarios. Alternative scenarios arise when there is
branching, for example at the stitching stage, the
result might be either successful and failure. As
described in the use case diagram, there are five
main functions available: view material contents,
virtual tour, interactive quiz, login system, and
manage content. The complete testing result is shown
in Table 1.
The test procedure is to execute the main unit or
module of the system application. Furthermore, we
give an input and observe the given output as a
feedback. For example, in the login system module,
the possibility that happens is a successful login
(normal scenario) and failure (alternative scenario). If
the system gives a suitable output, then it can be said
that the module functionality is declared acceptable,
otherwise is rejected. If there are still modules that
have not well functioned, it will be repaired and
retested until the entire of the module is declared
accepted. Based on the test results, it can be
concluded that the application software is free of
syntax errors and well functioned.
In the practical use stage, it starts with a brief
explanation and continues by accessing the
application through a computer that is connected to
the local network. Students are given 20 minutes to
carry out learning with the help of products that have
been developed. The last stage, students are given 10
minutes to fill in the response assessment instrument
on the feasibility of the product.
Table 1: Black-box test result.
No
Sub-
system
Scenario
Methods
Results
1
Material
contents
Normal
Black-
box
Accepted
Alternative
Black-
box
Accepted
2
Virtual
tour
Normal
Black-
box
Accepted
Alternative
Black-
box
Accepted
3
Interactive
quiz
Normal
Black-
box
Accepted
Alternative
Black-
box
Accepted
4
Login
system
Normal
Black-
box
Accepted
Alternative
Black-
box
Accepted
5
Manage
content
Normal
Black-
box
Accepted
Alternative
Black-
box
Accepted
Based on the results of a limited field test, the
average results were 84.00. Referring to the table of
validity, it can be concluded that practical use in a
limited group got very high criteria. That is, the
design of electronic learning applications that were
developed received a very good response with a
percentage of the appropriateness of 84%.
Based on the field test results, can be analysed the
statement items that get the highest point of 91.67%
is "The virtual tour approach is able to provide a
better and more interesting representation". On the
other hand, application performance issues still need
to be reviewed again and get the lowest point, which
is 78.33%. However, this value can still be tolerated
because, as usual, virtual tours usually always involve
large or collective image data.
Figure 5: Appropriateness of practical use test.
Design of Interactive E-Learning Based on Virtual Tour for Higher Education
13
There are at least 3 added values that contribute to
the application design in this article: interactive
simulations, virtual tours, and interactive quizzes.
Interactive simulation allows students to build
network topology designs with drag and drop game
models. Integration of virtual tour application in this
research is represented by giving outside 360-degree
virtual tour feature in electronic learning. This stage
is realized by processing a series of images that
overlap and form whole objects. Other interactive
content provided in the design of this application is
multiple choice evaluation. In this feature, the learner
can practice and get a result that describes the
understanding of the material
4 CONCLUSIONS
This paper has proposed and developed design of
interactive e-learning based on virtual tour
technology for higher education. The development of
this application utilizes web technology that is able to
produce lightweight and widely accessible
application. To realize the virtual tour feature on
material objects, we use a series of overlap images
that are processed using scripts and make it moveable
through mouse interaction. A web-based virtual tour
360-degree electronic learning application is one of
the right strategies to support educational services.
Based on the functionality test results, it can be
concluded that the e-learning system is no syntax
errors and well functioned. Thus, the development of
this application is fulfilled with the defined system
requirements. The results of testing in a limited group
also show that this product is suitable for use in
learning. However, to find a more objective and
optimal result, further work is necessary to conduct
field testing broadly and involve the learning
outcomes.
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