USER EXPERIENCE IN METAVERSE BUILDING TRAINING USING PHOENIX-FIRESTORM SOFTWARE

This study aims to evaluate the effectiveness of training using Phoenix-Firestorm software in a 3D virtual environment (metaverse) for teachers, lecturers, and students. A total of 49 participants were involved in the online training consisting of seven sessions, facilitated through the Discord platform for voice communication. Each participant was given a virtual area of 35x35 meters for practice, with daily guidance via Discord chat. The training was designed to equip participants with basic skills in building 3D objects, including an understanding of the software and building techniques. After the training, a survey was conducted using a Likert scale of 1-9 to assess participants' understanding of navigation, software customization, virtual communication, and problem-solving. The survey results showed that the majority of participants found Phoenix-Firestorm relatively easy to use, although some challenges were reported regarding the complexity of the interface. These findings will be used as a basis for developing more effective and user-friendly training guidelines in the future, with a focus on improving accessibility and user experience in the context of technology-based learning. This study is in line with previous studies that show the potential of virtual worlds in education, as discussed by Jusuf (2023). Additionally, the use of virtual technology in education is also supported by research on the effectiveness of virtual learning environments, as explained by Wang et al (2022), that digital games contributed to a moderate overall effect size when compared with other instructional methods. These findings are expected to make a significant contribution to the development of innovative training methods in education in the digital era.

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Publication Details

Journal
Jurnal Teknik Informatika (Jutif)
Published
2025-02-12
DOI
https://doi.org/10.52436/1.jutif.2025.6.1.3447
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

USER EXPERIENCE IN METAVERSE BUILDING TRAINING USING PHOENIX-FIRESTORM SOFTWARE

Handri Santoso, Richardus Eko Indrajit, María Magdalena, Muh. Masri Sari
Jurnal Teknik Informatika (Jutif)
Virtual Reality Applications and Impacts
article

USER EXPERIENCE IN METAVERSE BUILDING TRAINING USING PHOENIX-FIRESTORM SOFTWARE

Handri Santoso, Richardus Eko Indrajit, María Magdalena, Muh. Masri Sari
article en

Abstract

This study aims to evaluate the effectiveness of training using Phoenix-Firestorm software in a 3D virtual environment (metaverse) for teachers, lecturers, and students. A total of 49 participants were involved in the online training consisting of seven sessions, facilitated through the Discord platform for voice communication. Each participant was given a virtual area of 35x35 meters for practice, with daily guidance via Discord chat. The training was designed to equip participants with basic skills in building 3D objects, including an understanding of the software and building techniques. After the training, a survey was conducted using a Likert scale of 1-9 to assess participants' understanding of navigation, software customization, virtual communication, and problem-solving. The survey results showed that the majority of participants found Phoenix-Firestorm relatively easy to use, although some challenges were reported regarding the complexity of the interface. These findings will be used as a basis for developing more effective and user-friendly training guidelines in the future, with a focus on improving accessibility and user experience in the context of technology-based learning. This study is in line with previous studies that show the potential of virtual worlds in education, as discussed by Jusuf (2023). Additionally, the use of virtual technology in education is also supported by research on the effectiveness of virtual learning environments, as explained by Wang et al (2022), that digital games contributed to a moderate overall effect size when compared with other instructional methods. These findings are expected to make a significant contribution to the development of innovative training methods in education in the digital era.

Jurnal Teknik Informatika (Jutif)Vol. 6(1)
Openalex Percentile: Top 90%
Virtual Reality Applications and Impacts
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