AbstrakVirtual reality merupakan teknologi imersif yang memungkinkan penyampaian informasi menjadi lebih mudah dimengerti dan dapat diingat dengan baik. Hal ini cocok untuk diterapkan dalam mengatasi permasalahan pembelajaran sejarah seperti bahan ajar yang terlalu teoritis dan media pembelajaran yang kurang variatif. Berdasarkan hasil survei yang dilakukan peneliti sebelumnya, pengetahuan masyarakat Palembang tentang Sejarah Perang 5 Hari 5 Malam masih minim. Selaras dengan permasalahan tersebut, penelitian ini bertujuan untuk mengembangkan sistem multimedia interaktif berbasis teknologi virtual reality mengenai pengenalan Sejarah Perang 5 Hari 5 Malam di Palembang. Metode pengembangan sistem yang digunakan adalah Multimedia Development Life Cycle. Hasil penelitian ini berupa suatu sistem virtual reality yang dapat digunakan sesuai dengan tujuan yaitu mengembangkan multimedia pengenalan Sejarah Perang 5 Hari 5 Malam di Palembang berbasis teknologi virtual reality. Berdasarkan hasil pengujian sistem menggunakan metode black box, dapat disimpulkan bahwa sistem ini telah berfungsi dengan baik. Kata Kunci: virtual reality, multimedia, perang 5 hari 5 malam AbstractVirtual reality is an immersive technology that able to make information transfer easier to understand and better to remember. This is suitable to be applied in overcoming history learning problem such as too theoretical learning material and less variative learning media. Based on survey, citizens of Palembang have less knowledge about the history of Perang 5 Hari 5 Malam. In line with the problem, this research aims to develop virtual reality based interactive multimedia system to introduce the history of Perang 5 Hari 5 Malam in Palembang. The method of system development used is Multimedia Development Life Cycle. This research has resulted in a ready-to-use virtual reality system as its purpose to develop multimedia-based virtual reality technology as an introduction to the history of Perang 5 Hari 5 Malam in Palembang. According to the result of system testing with black box method, it can be concluded that this system is functioning properly. Keywords: virtual reality, multimedia, perang 5 hari 5 malam
This research is based on the lack of narrative regarding the market as an important space for trade in the Palembang City area. In fact, the market is one of the most important trading spaces in the transaction process, meeting sellers and buyers, and cultural exchange. Palembang as a trading city has a fairly well-known market, especially during the Dutch colonial period, namely the Pasar 16 Ilir Palembang area. Merchants from various ethnic backgrounds trade at Pasar 16 Ilir, such as: Local traders from the Archipelago, Arabs, India, China, to Europe. This study aims to reveal the role of Pasar 16 Ilir as a trading space in the Palembang region. This research uses historical methods by utilizing a variety of literature, such as: archives, journals, and books. The results of this study indicate that the Pasar 16 Ilir area began to form in 1900 (early 20th century). The market became lively and growing because of its strategic location on the outskirts of the Musi River and the development being carried out by the colonialists. New, more modern stalls were built to replace the old booths by paying attention to hygienic aspects. Apart from that, the bustling market was also caused by an increase in trading commodities. The increasing number of buyers and the large number of commodities being traded are the impact of the enactment of the 1870 Agrarian Law. In its development, Pasar 16 has not only become a meeting point for traders and buyers from various social and ethnic backgrounds. More than that, there has been social interaction that has an influence, especially on the socio-economic.
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