Virtual garden: Development and student's perceptions

Tri Suwandi, Ayung Candra Padmasari, Wiwin Sriwulan


The classification of living things learning in school faced some obstacles, one of which was the difficulties in presenting the specimen of real living things. One of the advanced information and technology products in the form of digital or virtual-based learning media was expected to be the solution to this problem. Through this research, a virtual garden learning media was developed as an alternative learning media for the classification of living things. This development research (Design-Based Research) used an ADDIE model (Analyze, Design, Develop, Implement, and Evaluate), which consisted of five stages: analysis, design, development, implementation, and evaluation. The development of the Virtual Garden application started with creating the workflow and wireframe, creating the 3D asset using Blender Software, producing the virtual garden interactive media using Unity-3D software, and adding the C# programming. This research involved an expert in learning media and an expert in Science Learning content as the validators. The results of Virtual Garden validation showed that this application had been valid and relevant to be used as a Science/Biology learning media on the classification of living things topics. Based on the implementation results, the students gave positive responses to the use of Virtual Garden in learning.


Virtual garden, virtual tour, classification of living things

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Licencia de Creative Commons 

This work is licensed under a Creative Commons Attribution 4.0 International License

Journal of Technology and Science Education, 2011-2024

Online ISSN: 2013-6374; Print ISSN: 2014-5349; DL: B-2000-2012

Publisher: OmniaScience