Main Article Content
Abstract
Culinary is a promising business and food is a basic need for human life. Many people fall ill due to improper diet. Since the emergence of Covid-19 a few years ago, most people tend to be careful in maintaining their diet, and awareness of healthy food has increased. Significantly, learning with virtual reality-based gamification in post-pandemic conditions, many people prefer digital learning. To increase creativity, motivation, innovation, and student involvement and ultimately open many businesses in the food sector, fun learning is needed with interesting content with virtual reality-based gamification scenarios. Ease of learning will have an impact on improving culinary learning outcomes. The purpose of this study is to learn using virtual reality-based gamification methods to increase student creativity in determining recipes, choosing the right ingredients, and using the right cooking utensils. Increase student learning motivation, and create innovation in the culinary field, from combining recipes to attractive presentations. Student involvement and its output is the creation of technopreneurs in the culinary field, considering that culinary is the backbone of a country's economy and is a promising business
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References
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- Jusuf, H. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5(1), 1–6.
- Lampropoulos, G., & Kinshuk. (2024). Virtual reality and gamification in education: a systematic review. In Educational Technology Research and Development (Vol. 72, Issue 3). Springer US. https://doi.org/10.1007/s11423-024-10351-3
- Marisa, F., Akhriza, T. M., Maukar, A. L., Wardhani, A. R., Iriananda, S. W., & Andarwati, M. (2020). Gamifikasi (Gamification) Konsep dan Penerapan. JOINTECS (Journal of Information Technology and Computer Science), 5(3), 219. https://doi.org/10.31328/jointecs.v5i3.1490
- Nafiah, A. Z. (2022). Jangan Sembarangan, Inilah 8 Rekomendasi Bahan Alat Masak yang Aman. https://yoursay.suara.com/hobi/2022/01/25/144821/jangan-sembarangan-inilah-8-rekomendasi-bahan-alat-masak-yang-aman
- Padirayon, L. M. (2019). The designed gamification application architecture and elements for a C# programming course. ACM International Conference Proceeding Series, 67–72. https://doi.org/10.1145/3330393.3330414
- Pratomo, A. (2018). Pengaruh Konsep Gamifikasi Terhadap Tingkat Engagement. THE Journal : Tourism and Hospitality Essentials Journal, 8(2), 63. https://doi.org/10.17509/thej.v8i2.13740
- Putra, A. S., Warnars, H. L. H. S., Abbas, B. S., Trisetyarso, A., Suparta, W., & Kang, C. H. (2019). Gamification in the e-Learning Process for children with Attention Deficit Hyperactivity Disorder (ADHD). 1st 2018 Indonesian Association for Pattern Recognition International Conference, INAPR 2018 - Proceedings, 182–185. https://doi.org/10.1109/INAPR.2018.8627047
- RAHMANIAR. (2020). MODEL PEMBELAJARAN MUATAN LOKAL BERBASIS BUDAYA KULINER DI TINGKAT SMP KOTA PAREPARE. In MODEL PEMBELAJARAN MUATAN LOKAL BERBASIS ...http://repository.unhas.ac.id. http://clik.dva.gov.au/rehabilitation-library/1-introduction-rehabilitation%0Ahttp://www.scirp.org/journal/doi.aspx?DOI=10.4236/as.2017.81005%0Ahttp://www.scirp.org/journal/PaperDownload.aspx?DOI=10.4236/as.2012.34066%0Ahttp://dx.doi.org/10.1016/j.pbi.201
- Ratnaya, I. G. (2011). Dampak Negatif Perkembangan Teknologi Informatika Dan Komunikasi Dan Cara Antisifasinya. Jurnal Pendidikan Teknologi Dan Kejuruan, 8(1), 17–28. https://doi.org/10.23887/jptk.v8i1.2890
- Subekti, K. R., Andryana, S., & Komalasari, R. T. (2021). Virtual Tour Lingkungan Universitas Nasional Berbasis Android Dengan Virtual Reality. JIPI (Jurnal Ilmiah Penelitian Dan Pembelajaran Informatika), 6(1), 38–48. https://doi.org/10.29100/jipi.v6i1.1711
- Tren dan Tips Gamifikasi untuk Pembelajaran Online – BINUS University. (2019). https://binus.ac.id/knowledge/2019/09/tren-dan-tips-gamifikasi-untuk-pembelajaran-online/
- Ulva, A. F. (2022). 3D Visualisation of Exhibition With Virtual Reality Concept Based on Web and Mobile. Prosiding SNFT Unimal 2022, 68–80. https://snft2022.ft.unimal.ac.id/SI/009-SI.pdf
- Walls, H., Baker, P., Chirwa, E., & Hawkins, B. (2019). Food security, food safety & healthy nutrition: are they compatible? Global Food Security, 21(April), 69–71. https://doi.org/10.1016/j.gfs.2019.05.005
- Wang, T., Lund, B. D., Marengo, A., Pagano, A., Mannuru, N. R., Teel, Z. A., & Pange, J. (2023). Exploring the Potential Impact of Artificial Intelligence (AI) on International Students in Higher Education: Generative AI, Chatbots, Analytics, and International Student Success. Applied Sciences (Switzerland), 13(11). https://doi.org/10.3390/app13116716
- Wibowo, R. P., & Romdhoni, F. H. (2015). Purwarupa Aplikasi Pembelajaran SQL Interaktif Berbasis Web dengan Penerapan Gamification. Sisfo, 05(03), 390–397. https://doi.org/10.24089/j.sisfo.2015.03.018
- Winanti, ., Abbas, B. S., Suparta, W., Heryadi, Y., Trisetyarso, A., & Gaol, F. L. (2020). Gamification Framework for Programming Course in Higher Education. 05(02), 2018–2021.
- Winanti, Gaol, F. L., Meyliana, & Prabowo, H. (2021). A Proposed Model for the Learning of Culinary Community with Technology Mobile for Culinary in Indonesia. Journal of Positive Psychology & Wellbeing, 5(4), 1437–1452.
- Yung, R., & Khoo-Lattimore, C. (2019). New realities: a systematic literature review on virtual reality and augmented reality in tourism research. Current Issues in Tourism, 22(17), 2056–2081. https://doi.org/10.1080/13683500.2017.1417359
References
Aguilar, E., Bolaños, M., & Radeva, P. (2019). Regularized uncertainty-based multi-task learning model for food analysis. Journal of Visual Communication and Image Representation, 60(March), 360–370. https://doi.org/10.1016/j.jvcir.2019.03.011
Aini, Q., Rahardja, U., Moeins, A., & Apriani, D. M. (2018). Penerapan Gamifikasi Pada Sistem Informasi Penilaian Ujian Mahasiswa Untuk Meningkatkan Kinerja Dosen. Jurnal Informatika Upgris, 4(1), 46–55. http://journal.upgris.ac.id/index.php/JIU/article/view/2263/1883
Al Mamun, M. A., Lawrie, G., & Wright, T. (2022). Exploration of learner-content interactions and learning approaches: The role of guided inquiry in the self-directed online environments. Computers & Education, 178, 104398. https://doi.org/10.1016/J.COMPEDU.2021.104398
Ardianti, P. N. H., Suwandewi, P. A. M., & Danini, D. A. R. (2020). Bisnis Kuliner Online, Solusi Usaha Di Tengah Pandemi Covid-19. Prosiding Webinar Nasional Peranan Perempuan/Ibu Dalam Pemberdayaan Remaja Di Masa Pandemi Covid-19.
Asy’ari, R., Rusdin Tahir, Cecep Ucu Rakhman, & Ayu Khrisna Yuliawati. (2021). Penerapan Gamifikasi Dalam Smart Tourism : Studi Literatur. EDUTOURISM Journal Of Tourism Research, 3(01), 13–21. https://doi.org/10.53050/ejtr.v3i01.160
Backrie, U. (2024). Teknologi VR Adalah Masa Depan? Cari Tahu Selengkapnya Di Sini! Universitas Bakrie. https://bakrie.ac.id/articles/414-teknologi-vr-adalah-masa-depan-cari-tahu-selengkapnya-di-sini.html
Behlau, M., Madazio, G., Pacheco, C., Vaiano, T., Badaró, F., & Barbara, M. (2021). Coaching Strategies for Behavioral Voice Therapy and Training. Journal of Voice. https://doi.org/10.1016/j.jvoice.2020.12.039
Bekraf. (2018). Data Statistik dan hasil survey Ekonomi Kreatif bekerjasama dengan Badan ekonomi kreatif dan Badan Pusat Statistik. Badan Ekonomi Kreatif Republik Indonesia. https://bisma.bekraf.go.id/info-kreatif
Dewi, N. K., Mulyana, I., Putra, A. S., & Radita, F. R. (2021). Konsep Robot Penjaga Toko Di Kombinasikan Dengan Pengendalian Virtual Reality (VR) Jarak Jauh. Jurnal IKRA-ITH Informatika Vol, 5(1), 33–38.
Dhiani Tresna Absari & Andryanto. (2013). Pembuatan aplikasi pembelajaran interaktif sebagai alat bantu belajar memasak pada anak-anak. Seminar Nasional Teknologi Informasi Dan Aplikasinya, 5, 1–13.
Fernando, E., Basuki, S., & Suseno, B. (2024). E- LEARNING CULINARY COMMUNITY BERBASIS WEBISITE MENGGUNAKAN METODE PROTOTYPE. Indonesiann Journal on Information System, 7(2), 1–15.
Gaol, F. L., & Prabowo, H. (2022). Exploring Cooking Knowledge through Community-Based Learning Based on SECI Model for Learning Studies in Indonesia. Design Engineering, 01, 1154–1163.
Huang, F. C., Luebke, D., & Wetzstein, G. (2015). The light field stereoscope. ACM SIGGRAPH 2015 Emerging Technologies, SIGGRAPH 2015, 2792493. https://doi.org/10.1145/2782782.2792493
Jamil, M. (2018). Pemanfaatan Teknologi Virtual Reality (VR) di Perpustakaan. Buletin Perpustakaan Universitas Islam Indonesia, 1(1), 99–113. https://doi.org/10.1016/B978-0-12-816958-2.00007-1
Jasrotia, A. (2022). The Groundbreaking Smart Technology Virtual Reality : 351–353. https://doi.org/10.4018/978-1-7998-8528-3.ch019
Juliansyah, F., Utomo, S., Rachmanto, A., & Budiarto, S. (2022). Aplikasi Quiz Dengan Konsep Gamification Berbasis Web Menggunakan Ruby on Rails & React.Js. Jurnal Teknologi Informasi Dan Komunikasi, 11(2). https://doi.org/10.56244/fiki.v11i2.425
Julianto, A. K. A., & Ekohariadi. (2020). Metode Gamification Pada Pemrograman Dasar Teknik Komputer DanInformatika Di Sekolah Menengah Kejuruan. It-Edu, 05(01), 77–84.
Jusuf, H. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5(1), 1–6.
Lampropoulos, G., & Kinshuk. (2024). Virtual reality and gamification in education: a systematic review. In Educational Technology Research and Development (Vol. 72, Issue 3). Springer US. https://doi.org/10.1007/s11423-024-10351-3
Marisa, F., Akhriza, T. M., Maukar, A. L., Wardhani, A. R., Iriananda, S. W., & Andarwati, M. (2020). Gamifikasi (Gamification) Konsep dan Penerapan. JOINTECS (Journal of Information Technology and Computer Science), 5(3), 219. https://doi.org/10.31328/jointecs.v5i3.1490
Nafiah, A. Z. (2022). Jangan Sembarangan, Inilah 8 Rekomendasi Bahan Alat Masak yang Aman. https://yoursay.suara.com/hobi/2022/01/25/144821/jangan-sembarangan-inilah-8-rekomendasi-bahan-alat-masak-yang-aman
Padirayon, L. M. (2019). The designed gamification application architecture and elements for a C# programming course. ACM International Conference Proceeding Series, 67–72. https://doi.org/10.1145/3330393.3330414
Pratomo, A. (2018). Pengaruh Konsep Gamifikasi Terhadap Tingkat Engagement. THE Journal : Tourism and Hospitality Essentials Journal, 8(2), 63. https://doi.org/10.17509/thej.v8i2.13740
Putra, A. S., Warnars, H. L. H. S., Abbas, B. S., Trisetyarso, A., Suparta, W., & Kang, C. H. (2019). Gamification in the e-Learning Process for children with Attention Deficit Hyperactivity Disorder (ADHD). 1st 2018 Indonesian Association for Pattern Recognition International Conference, INAPR 2018 - Proceedings, 182–185. https://doi.org/10.1109/INAPR.2018.8627047
RAHMANIAR. (2020). MODEL PEMBELAJARAN MUATAN LOKAL BERBASIS BUDAYA KULINER DI TINGKAT SMP KOTA PAREPARE. In MODEL PEMBELAJARAN MUATAN LOKAL BERBASIS ...http://repository.unhas.ac.id. http://clik.dva.gov.au/rehabilitation-library/1-introduction-rehabilitation%0Ahttp://www.scirp.org/journal/doi.aspx?DOI=10.4236/as.2017.81005%0Ahttp://www.scirp.org/journal/PaperDownload.aspx?DOI=10.4236/as.2012.34066%0Ahttp://dx.doi.org/10.1016/j.pbi.201
Ratnaya, I. G. (2011). Dampak Negatif Perkembangan Teknologi Informatika Dan Komunikasi Dan Cara Antisifasinya. Jurnal Pendidikan Teknologi Dan Kejuruan, 8(1), 17–28. https://doi.org/10.23887/jptk.v8i1.2890
Subekti, K. R., Andryana, S., & Komalasari, R. T. (2021). Virtual Tour Lingkungan Universitas Nasional Berbasis Android Dengan Virtual Reality. JIPI (Jurnal Ilmiah Penelitian Dan Pembelajaran Informatika), 6(1), 38–48. https://doi.org/10.29100/jipi.v6i1.1711
Tren dan Tips Gamifikasi untuk Pembelajaran Online – BINUS University. (2019). https://binus.ac.id/knowledge/2019/09/tren-dan-tips-gamifikasi-untuk-pembelajaran-online/
Ulva, A. F. (2022). 3D Visualisation of Exhibition With Virtual Reality Concept Based on Web and Mobile. Prosiding SNFT Unimal 2022, 68–80. https://snft2022.ft.unimal.ac.id/SI/009-SI.pdf
Walls, H., Baker, P., Chirwa, E., & Hawkins, B. (2019). Food security, food safety & healthy nutrition: are they compatible? Global Food Security, 21(April), 69–71. https://doi.org/10.1016/j.gfs.2019.05.005
Wang, T., Lund, B. D., Marengo, A., Pagano, A., Mannuru, N. R., Teel, Z. A., & Pange, J. (2023). Exploring the Potential Impact of Artificial Intelligence (AI) on International Students in Higher Education: Generative AI, Chatbots, Analytics, and International Student Success. Applied Sciences (Switzerland), 13(11). https://doi.org/10.3390/app13116716
Wibowo, R. P., & Romdhoni, F. H. (2015). Purwarupa Aplikasi Pembelajaran SQL Interaktif Berbasis Web dengan Penerapan Gamification. Sisfo, 05(03), 390–397. https://doi.org/10.24089/j.sisfo.2015.03.018
Winanti, ., Abbas, B. S., Suparta, W., Heryadi, Y., Trisetyarso, A., & Gaol, F. L. (2020). Gamification Framework for Programming Course in Higher Education. 05(02), 2018–2021.
Winanti, Gaol, F. L., Meyliana, & Prabowo, H. (2021). A Proposed Model for the Learning of Culinary Community with Technology Mobile for Culinary in Indonesia. Journal of Positive Psychology & Wellbeing, 5(4), 1437–1452.
Yung, R., & Khoo-Lattimore, C. (2019). New realities: a systematic literature review on virtual reality and augmented reality in tourism research. Current Issues in Tourism, 22(17), 2056–2081. https://doi.org/10.1080/13683500.2017.1417359