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Journal of Education and Learning (EduLearn)
Vol. 13, No. 3, August 2019, pp. 362~369
ISSN: 2089-9823 DOI: 10.11591/edulearn.v13i3.13572  362
Journal homepage: http://journal.uad.ac.id/index.php/EduLearn
The effect of virtual reality laboratory on conceptual
understanding in electrolytes and non-electrolytes
Afsari Amiati, Jaslin Ikhsan
Department of Chemistry, Yogyakarta State University, Indonesia
Article Info ABSTRACT
Article history:
Received Jun 13, 2019
Revised Jul 16, 2019
Accepted Jul 29, 2019
This study aims to determine the effect of the use of learning media Virtual
Reality Laboratory (VR-Lab) on the conceptual understanding of Senior high
school students on the concept of electrolytes and non-electrolytes. The
learning media used were developed using models adapted from the ADDIE
model, while the type of research as a whole uses this type of research,
namely Quasy experiment with posttest only design. The instrument used in
this study was a multiple choice question of 40 items. This research was
conducted using 84 students consisting of the control class, experiment I, and
experiment II. The analysis technique used one-way ANOVA. The results
obtained in this study were that between the control class and experiment I
class there were no significant differences with a mean of 44.91 and 45.67.
Whereas for the experimental II class had a significant difference with the
other two classes with an average of 68.66.
Keywords:
Conceptual understanding
Electrolytes and non-
electrolytes
Media development
Virtual reality laboratory
Copyright © 2019 Institute of Advanced Engineering and Science.
All rights reserved.
Corresponding Author:
Afsari Amiati,
Graduate School,
Yogyakarta State University,
Jl Colombo No. 1, Yogyakarta, Indonesia.
Email: afsari20amiati.2017@student.uny.ac.id
1. INTRODUCTION
Chemistry is one part of science so it becomes an important thing to know. Chemistry is known to
have abstract characteristics. Because there are some materials that cannot be seen and observed directly. In
chemistry there are three main levels that must be mastered namely sub-microscopic, macroscopic and
symbolic [1]. One way to solve this problem is by way of students having to understand the concept of
chemistry first. Understanding the concepts of students is very important because basically chemistry is a
material based on concepts [2]. Students are categorized as understanding if they are able to transfer and
connect macroscopic, sub-mochroscopic and symbolic phenomena. The key point in the solution is the ability
to represent chemical phenomena at sub-microscopic levels [3, 4].
Improving the understanding of students' chemical concepts can be done by providing visual aids so
the concepts can be understood by means of the concepts explained orally and with the help of teaching aids
to provide a real picture and can visualize the concepts explained [5]. This is in accordance with the learning
developed in the 2013 curriculum (Indonesian curriculum) which is based on a scientific approach that has
steps which are observing, asking, collecting data, reasoning, and communicating. These steps are known as
5M. Learning with practical assistance in chemistry is done because most of the concepts and theories of
chemistry presented in the curriculum are assisted by laboratory testing as proof or verification. The
importance of using a laboratory can help students to adapt in solving problems found in science [6]. The
learning process aims to make abstract chemical concepts concrete so that students can understand the
concept of chemistry by itself in accordance with the experience obtained by himself.
J. Edu. & Learn. ISSN: 2089-9823 
The effect of virtual reality laboratory on conceptual understanding in… Afsari Amiati
363
The laboratory is a way to understand the concepts obtained from practicum used to solve problems
related to previously owned concepts that are not understood by students. Understanding of concepts is one
of the learning outcomes that students will receive after the teaching process which is on cognitive shutter
that has the domain of thinking, knowing, and solving problems. However, not all schools have adequate
laboratories so a media that can overcome this is needed. Technological advancements provide solutions for
improving the quality of learning. Related to this, a virtual laboratory was developed so that technology-
based learning as a solution to simulate experimental activities in the laboratory. Virtual laboratory is a media
that helps students by providing an interactive experience in observing and manipulating objects, the system
produced, data and phenomena to fulfill the learning taught [7]. Interactive diving is supported by an
interactive environment that is presented in a virtual laboratory in the form of a playground for experiments
in the virtual world. The program is a domain-based simulation program in the form of an experimental unit
with data files and tools operating on objects in a virtual environment [8].
Virtual Laboratory is a supporting factor to enrich experience and motivate students to conduct
experiments interactively and develop experimental skills activities. Thus, virtual laboratories can be called
as a series of programs that can visualize abstract or complex phenomena carried out in real laboratories, so
as to increase learning activities in an effort to develop skills needed in problem solving [9]. The use of
virtual laboratories has the advantage of being able to do it anywhere and anytime and students can do
experiments safely if the actual experiments are dangerous. The use of this laboratory is also cheaper
compared to real laboratory experiments because it requires relatively expensive tools and materials [10, 11].
Previous research has shown that laboratories improve independence and understanding the concepts of
learners in learning [12] and virtual laboratories are more effective to use than classical teaching [13]. In
addition, virtual laboratories can be used in conceptual learning [14] and learning innovations [15].
2. RESEARCH METHOD
This research used the experimental method (Quasy experiment) with post-test only design [16].
The media used was developed using a development model adopted from the ADDIE [17] development
model which stands for Analysis, Design, Development, Implementation, and Evaluation. The aim of which
is to determine the effect of VR-Lab media on students' conceptual understanding in the concepts of
electrolytes and non-electrolytes in chemistry. Products developed in the form of software with Android
operating system (.apk) are run using an Android smartphone and Virtual Reality glasses (VR-Box). The trial
design can be seen in Table 1.
Table 1. Posstest only design
Class Treatment Posttest
Contol A O
Experiment I (Media) B O
Experiment II (Mix) AB O
Notes:
A :Regular practice
B :Practicum using VR-Lab media
AB :Regular practice and VR-Lab media
O :Instruments test to measure students' Conceptual understanding
The research data was collected using conceptual understanding sheets. The question sheet for
understanding chemical concepts in electrolytes and nonelectrolytes used a type of multiple choice question
with 40 questions and each had 5 choice questions. Before testing the problem, it was first carried out
empirical validity of the conceptual understanding sheet using 3 schools in Barru district (South Sulawesi-
Indonesia). The first school used 3 different classes from the school which was the subject of the study,
namely SMA Negeri 1 Barru, the second school used used 4 classes namely SMA Negeri 3 Barru, and the
third school used 2 classes namely SMA Negeri 6 Barru. The number of subjects in this empirical validity
was 250 students. Validity and reliability and item fit data will be measured using the QUEST program.
While for the research class using 3 classes consisting of control classes as many as 29 students, media
classes 27 students, and mix classes as many as 28 students. Testing the hypothesis in the study using one-
way ANOVA statistical analysis techniques using the SPSS 22 program.
 ISSN: 2089-9823
J. Edu. & Learn. Vol. 13, No. 3, August 2019 : 362 – 369
364
3. RESULTS AND ANALYSIS
3.1. Media development
The VR-Lab developed was a VR-Lab that was different from previous VR-Labs which only used
computers or mobile phones. As in previous studied [12, 18] and previous virtual laboratory development.
The VR-Lab developed was a virtual reality laboratory that applies 3D interactions using VR-Box and
controller as supporting applications that exist in Android smartphones that come in .apk. This VR-Lab was
an application developed using Blender and Unity software. Blender served to create a 3D laboratory room
and 3D objects in a virtual laboratory. Whereas, Unity had a function as a developer application in the 3D
interaction process in VR-Lab so that this application could be combined with a VR-Box. The VR-Lab
developed simulated electrolyte and non-electrolyte practicum-based practicum in a virtual reality laboratory.
The appearance of the application developed can be seen in Figure 1, Figure 2, and Figure 3.
Figure 1. VR-Lab display Figure 2. Simulation lab table in VR-Lab
Figure 3. Practicum using VR-Lab
3.2. Empirical validation of questions instrument
Instruments about conceptual understanding used in the assessment were first carried out expert
validation before used. The results of expert validation on the problem of understanding the concept were
declared feasible to use with a revised note first. The next step was the empirical validation using 250
students from 3 schools. The results of these tests carried out instrument reliability and item fit using the
QUEST program. The reliability of the question shown that the concept of conceptualization had a reliability
value of 0.96. Reliability results can be seen in Figure 4.
Figure 4. Results of reliability with the QUEST program
J. Edu. & Learn. ISSN: 2089-9823 
The effect of virtual reality laboratory on conceptual understanding in… Afsari Amiati
365
Whereas The results of the analysis show that fit items from the understanding of concepts could be
used for all the items, namely 40 items. Item fit can be seen in Figure 5
Figure 5. Analysis of Item fit with the QUEST program
3.3. The implementation of VR-Lab Media
The next process was the implementation of VR-Lab media that could be used as a medium in data
collection in research. This study used 3 different classes taken from grade in SMA Negeri 1 Barru. The first
class was a class using ordinary practicum or without using VR-Lab media in practicum (control class), the
second class was experimental class I which was the class that used VR-Lab media in the practical process
(media class), and the third class was experimental class II namely classes that used ordinary laboratoriy that
were combined with the used of VR-Lab media in the practical process (mix class). The learning process
using or without VR-Lab can be seen in Figure 6.
(a) (b) (c)
Figure 6. Learning process, (a) Control Class (ordinary practicum), (b) Experiment Class I (media
practicum), and (c) Experiment Class II (ordinary practicum and media practicum)
 ISSN: 2089-9823
J. Edu. & Learn. Vol. 13, No. 3, August 2019 : 362 – 369
366
The results of the implementation process were carried out in the classroom by taking data on
students' conceptual understanding by carrying out the posttest process on 3 research classes using
instruments that had been approved empirically. Results of the average posttest value Understanding the
concepts of students from three classes can be seen in Figure 7.
Figure 7. Difference in average of conceptual understanding
The number of each sample in 3 classes, the comparison of the average, standard deviation,
minimum and maximum values of each class can be seen in Table 2.
Table 2. The results of conceptual understanding of students
No Kelas N Mean Std. Deviation Minimum Maximum
1 Control 29 44.9138 11.52410 22.50 65.00
2 Eksperiment I (Media) 27 45.6667 12.58739 25.00 70.50
3 Eksperiment II (Mix) 28 68.6607 10.52955 47.50 92.50
Total 84 53.0714 15.92398 22.50 92.50
3.4 Statistical Tests
Statistical tests were then conducted to determine the effect of VR-Lab by conceptual understanding
students' concepts. Test statistic used by one-way ANOVA statistical test using the SPSS 22 program. Before
the ANOVA test, the normality prerequisite test was carried out using Shapiro-Wilk. The results of this test
can be seen in Table 3.
Table 3. Normality test results
No. Class
Shapiro-Wilk
Statistic df Sig.
1 Control .947 29 .154
2 Eksperiment I (Media) .961 27 .399
3 Eksperiment II (Mix) .983 28 .913
The analysis results shown that the Sig. > 0.05, it could be concluded that the research data was
normally distributed so that further analysis could be carried out, namely analysis of ANOVA.
Another prerequisite test besides the normality test is the homogeneity test. The homogeneity test used in the
analysis was Levene Statistics. The test results can be seen in Table 4.
Table 4. Homogeneity test results
Levene Statistic df1 df2 Sig.
0.559 2 81 0.574
Based on the results of the Levene Statistics value of 0.559 with a significance (sig.) of 0.574.
Because of the sig value. 0.574> 0.05, it could be concluded that the variants of the three classes
tested/compared were the same or homogeneous. Furthermore, ANOVA analysis to find out whether the
three class groups had differences in understanding significant concepts or not. ANOVA test results can be
seen in Table 5.
J. Edu. & Learn. ISSN: 2089-9823 
The effect of virtual reality laboratory on conceptual understanding in… Afsari Amiati
367
Table 5. Results of one-way ANOVA analysis
No. Sum of Squares df Mean Square F Sig.
1 Between Groups 10215.010 2 5107.505 38.195 .000
2 Within Groups 10831.561 81 133.723
Total 21046.571 83
Based on the table it can be seen that the sig value. that is 0.000 < 0.05 so it can be concluded that
the average of the three groups of classes is "DIFFERENT" significantly. Further analysis of ANOVA was a
Post-Hoc test using the Bonferroni test with the aim of conducting multiple comparison tests to determine
whether the three averages or more differed significantly in the number of analysis variants. The results of
the Post-Hoc test analysis can be seen in Table 6.
Table 6. Post-hoc test results with the Bonferroni test
(I) Class (J) Class Mean Difference (I-J) Std. Error Sig.
95% Confidence Interval
Lower Bound Upper Bound
Control Media -.75287 3.09255 1.000 -8.3133 6.8075
Mix -23.74692*
3.06381 .000 -31.2371 -16.2568
Media Control .75287 3.09255 1.000 -6.8075 8.3133
Mix -22.99405*
3.11906 .000 -30.6193 -15.3688
Mix Control 23.74692*
3.06381 .000 16.2568 31.2371
Media 22.99405*
3.11906 .000 15.3688 30.6193
In the table it was known that the average difference for the control class and media was -0.75287
(difference from descriptive output). The average difference ranges from -8.3133 (lower bound) to 6.8075
(upper bound) at a 95% confidence level. There were differences or not seen from the sig value. Based on
these data it was known that the value of sig 1.000> 0.05, it could be concluded that between the control class
and the media was the same or no significant difference. Whereas, the class that had a significant difference
was between the control class and the mix class, and the media class and mix class, namely sig 0.000 <0.05
which proved that there were significant differences.
The use of technology-based learning media is highly highlighted in the 21st century learning style
that is centered on the advancement of information technology (IT). IT-based learning media have been
developed so that it can be used as a support in learning so that it can improve student learning achievement
[19], learning independence and understanding of students' concepts [12]. IT-based learning media can be
applied as an alternative in carrying out practicum, Practicum that can be applied is a laboratory-based virtual
lab. Virtual laboratories can be utilized in assisting learning processes specifically for chemistry that require
experiments such as electrolyte and non-electrolyte materials. This learning media makes it easier for
students to understand lessons that can be used as independent learning media that can be accessed inside and
outside the classroom.
This is in accordance with the results of the research that has been conducted which proves that the
experimental class II has a higher understanding value with other classes. Can be used to conclude the use of
VR-Lab combined with conventional practicum is very good in improving students' understanding. Can be
used as a simulation media / supplement before doing a real lab. The application of VR-Lab as a supplement
media to help ordinary labors can answer the weaknesses of the VR-Lab itself which makes improving the
ability of students because they do not do lab work such as pouring solutions, measuring properly using
actual practicum tools [20]. Learning the application of learning as in experimental class II is very effective.
In addition to supplements, VR-Lab can be used as a substitute for ordinary practicum as in the
results of research that prove that the VR-Lab class and practicum VR-Lab practicum class are approved by
practicum can be used to assist experiments conducted so that it is carried out safely. The use of VR-Lab can
also be done by practicum which will be carried out using relatively expensive tools and materials [10]. VR-
Lab also has the advantage of being able to work anywhere and anytime and do not need tools and chemicals.
VR-Lab can also change components such as particle movement, particles, interactions between particles,
changes in material structure due to the influence of the environment or reading data in the form of numbers
and changes directly. Learning media like this make it easier for students to understand lessons that can be
used as independent learning media that can be accessed inside and outside the classroom. This learning
media can be integrated with learning methods that are complemented by technological advances through
online learning systems and traditional methods [21].
This VR-Lab can be introduced as a system that can be used to support systems running
conventional laboratories. VR-Lab provides opportunities for students to experiment with or without access
to the internet so students do not need to be present to discuss experiments in the laboratory. This kind of
 ISSN: 2089-9823
J. Edu. & Learn. Vol. 13, No. 3, August 2019 : 362 – 369
368
learning is effective because students can learn on their own actively without an instructor or assistant and
unlike the current system. The importance of using laboratories can help students to support laboratory
activities that have the potential as learning media that contribute to student learning outcomes that are
important from science learning [22].
4. CONCLUSION
The results of the VR-Lab implementation are carried out using 3 different classes, namely the
control class (ordinary practicum), experimental class I (VR-Lab media class) and experimental class II
(ordinary practicum and VR-Lab media) in terms of understanding the concept of students giving results,
namely from the class with VR-Lab as a supplement (experiment II) has a significant difference with the
class using a laboratory without media (control class). Meanwhile, for classes that use VR-Lab as an
experiment (experiment I) does not has a significant difference. So that it can be said that media practicum
can be used as a substitute and complement of ordinary practice.
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[18] F. Solikhin, K. H. Sugiyarto, and J. Ikhsan, "The impact of virtual laboratory integrated into hybrid learning use on
students’ achievement,"Jurnal Ilmiah Peuradeun, vol. 7, no. 1, pp. 81-94, 2019.
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J. Edu. & Learn. ISSN: 2089-9823 
The effect of virtual reality laboratory on conceptual understanding in… Afsari Amiati
369
[20] R. Setiadi and A. Muflika, "Exploration of the empowerment of PhET simulation courseware to build high school
students' science process skills (in Bahasa)," Journal Of Mathematic Teaching And Science (JMTS), vol. 17, no. 2,
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BIOGRAPHIES OF AUTHORS
Afsari Amiati is a student of Chemistry Department, Graduate School, Yogyakarta State
University, Indonesia. Her interest as a researcher in the development of IT-based learning
media as an innovation in chemistry learning in particular. In addition to media development,
she also tried to apply and implement media developed using pursuit methods such as
hybrid learning.
Jaslin Ikhsan is a lecturer and researcher in the Department of Chemistry, Faculty of
Mathematics and Natural Sciences, Yogyakarta State University. Now he is appointed as Chair
of the Chemistry Study Program at the Faculty of Mathematics and Natural Sciences. He has a
wealth of research experience in the fields of pure chemistry and chemistry education. In the
field of education, he is more interested in conducting research in the development of IT-based
learning media.

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The effect of virtual reality laboratory on conceptual understanding in electrolytes and non-electrolytes

  • 1. Journal of Education and Learning (EduLearn) Vol. 13, No. 3, August 2019, pp. 362~369 ISSN: 2089-9823 DOI: 10.11591/edulearn.v13i3.13572  362 Journal homepage: http://journal.uad.ac.id/index.php/EduLearn The effect of virtual reality laboratory on conceptual understanding in electrolytes and non-electrolytes Afsari Amiati, Jaslin Ikhsan Department of Chemistry, Yogyakarta State University, Indonesia Article Info ABSTRACT Article history: Received Jun 13, 2019 Revised Jul 16, 2019 Accepted Jul 29, 2019 This study aims to determine the effect of the use of learning media Virtual Reality Laboratory (VR-Lab) on the conceptual understanding of Senior high school students on the concept of electrolytes and non-electrolytes. The learning media used were developed using models adapted from the ADDIE model, while the type of research as a whole uses this type of research, namely Quasy experiment with posttest only design. The instrument used in this study was a multiple choice question of 40 items. This research was conducted using 84 students consisting of the control class, experiment I, and experiment II. The analysis technique used one-way ANOVA. The results obtained in this study were that between the control class and experiment I class there were no significant differences with a mean of 44.91 and 45.67. Whereas for the experimental II class had a significant difference with the other two classes with an average of 68.66. Keywords: Conceptual understanding Electrolytes and non- electrolytes Media development Virtual reality laboratory Copyright © 2019 Institute of Advanced Engineering and Science. All rights reserved. Corresponding Author: Afsari Amiati, Graduate School, Yogyakarta State University, Jl Colombo No. 1, Yogyakarta, Indonesia. Email: afsari20amiati.2017@student.uny.ac.id 1. INTRODUCTION Chemistry is one part of science so it becomes an important thing to know. Chemistry is known to have abstract characteristics. Because there are some materials that cannot be seen and observed directly. In chemistry there are three main levels that must be mastered namely sub-microscopic, macroscopic and symbolic [1]. One way to solve this problem is by way of students having to understand the concept of chemistry first. Understanding the concepts of students is very important because basically chemistry is a material based on concepts [2]. Students are categorized as understanding if they are able to transfer and connect macroscopic, sub-mochroscopic and symbolic phenomena. The key point in the solution is the ability to represent chemical phenomena at sub-microscopic levels [3, 4]. Improving the understanding of students' chemical concepts can be done by providing visual aids so the concepts can be understood by means of the concepts explained orally and with the help of teaching aids to provide a real picture and can visualize the concepts explained [5]. This is in accordance with the learning developed in the 2013 curriculum (Indonesian curriculum) which is based on a scientific approach that has steps which are observing, asking, collecting data, reasoning, and communicating. These steps are known as 5M. Learning with practical assistance in chemistry is done because most of the concepts and theories of chemistry presented in the curriculum are assisted by laboratory testing as proof or verification. The importance of using a laboratory can help students to adapt in solving problems found in science [6]. The learning process aims to make abstract chemical concepts concrete so that students can understand the concept of chemistry by itself in accordance with the experience obtained by himself.
  • 2. J. Edu. & Learn. ISSN: 2089-9823  The effect of virtual reality laboratory on conceptual understanding in… Afsari Amiati 363 The laboratory is a way to understand the concepts obtained from practicum used to solve problems related to previously owned concepts that are not understood by students. Understanding of concepts is one of the learning outcomes that students will receive after the teaching process which is on cognitive shutter that has the domain of thinking, knowing, and solving problems. However, not all schools have adequate laboratories so a media that can overcome this is needed. Technological advancements provide solutions for improving the quality of learning. Related to this, a virtual laboratory was developed so that technology- based learning as a solution to simulate experimental activities in the laboratory. Virtual laboratory is a media that helps students by providing an interactive experience in observing and manipulating objects, the system produced, data and phenomena to fulfill the learning taught [7]. Interactive diving is supported by an interactive environment that is presented in a virtual laboratory in the form of a playground for experiments in the virtual world. The program is a domain-based simulation program in the form of an experimental unit with data files and tools operating on objects in a virtual environment [8]. Virtual Laboratory is a supporting factor to enrich experience and motivate students to conduct experiments interactively and develop experimental skills activities. Thus, virtual laboratories can be called as a series of programs that can visualize abstract or complex phenomena carried out in real laboratories, so as to increase learning activities in an effort to develop skills needed in problem solving [9]. The use of virtual laboratories has the advantage of being able to do it anywhere and anytime and students can do experiments safely if the actual experiments are dangerous. The use of this laboratory is also cheaper compared to real laboratory experiments because it requires relatively expensive tools and materials [10, 11]. Previous research has shown that laboratories improve independence and understanding the concepts of learners in learning [12] and virtual laboratories are more effective to use than classical teaching [13]. In addition, virtual laboratories can be used in conceptual learning [14] and learning innovations [15]. 2. RESEARCH METHOD This research used the experimental method (Quasy experiment) with post-test only design [16]. The media used was developed using a development model adopted from the ADDIE [17] development model which stands for Analysis, Design, Development, Implementation, and Evaluation. The aim of which is to determine the effect of VR-Lab media on students' conceptual understanding in the concepts of electrolytes and non-electrolytes in chemistry. Products developed in the form of software with Android operating system (.apk) are run using an Android smartphone and Virtual Reality glasses (VR-Box). The trial design can be seen in Table 1. Table 1. Posstest only design Class Treatment Posttest Contol A O Experiment I (Media) B O Experiment II (Mix) AB O Notes: A :Regular practice B :Practicum using VR-Lab media AB :Regular practice and VR-Lab media O :Instruments test to measure students' Conceptual understanding The research data was collected using conceptual understanding sheets. The question sheet for understanding chemical concepts in electrolytes and nonelectrolytes used a type of multiple choice question with 40 questions and each had 5 choice questions. Before testing the problem, it was first carried out empirical validity of the conceptual understanding sheet using 3 schools in Barru district (South Sulawesi- Indonesia). The first school used 3 different classes from the school which was the subject of the study, namely SMA Negeri 1 Barru, the second school used used 4 classes namely SMA Negeri 3 Barru, and the third school used 2 classes namely SMA Negeri 6 Barru. The number of subjects in this empirical validity was 250 students. Validity and reliability and item fit data will be measured using the QUEST program. While for the research class using 3 classes consisting of control classes as many as 29 students, media classes 27 students, and mix classes as many as 28 students. Testing the hypothesis in the study using one- way ANOVA statistical analysis techniques using the SPSS 22 program.
  • 3.  ISSN: 2089-9823 J. Edu. & Learn. Vol. 13, No. 3, August 2019 : 362 – 369 364 3. RESULTS AND ANALYSIS 3.1. Media development The VR-Lab developed was a VR-Lab that was different from previous VR-Labs which only used computers or mobile phones. As in previous studied [12, 18] and previous virtual laboratory development. The VR-Lab developed was a virtual reality laboratory that applies 3D interactions using VR-Box and controller as supporting applications that exist in Android smartphones that come in .apk. This VR-Lab was an application developed using Blender and Unity software. Blender served to create a 3D laboratory room and 3D objects in a virtual laboratory. Whereas, Unity had a function as a developer application in the 3D interaction process in VR-Lab so that this application could be combined with a VR-Box. The VR-Lab developed simulated electrolyte and non-electrolyte practicum-based practicum in a virtual reality laboratory. The appearance of the application developed can be seen in Figure 1, Figure 2, and Figure 3. Figure 1. VR-Lab display Figure 2. Simulation lab table in VR-Lab Figure 3. Practicum using VR-Lab 3.2. Empirical validation of questions instrument Instruments about conceptual understanding used in the assessment were first carried out expert validation before used. The results of expert validation on the problem of understanding the concept were declared feasible to use with a revised note first. The next step was the empirical validation using 250 students from 3 schools. The results of these tests carried out instrument reliability and item fit using the QUEST program. The reliability of the question shown that the concept of conceptualization had a reliability value of 0.96. Reliability results can be seen in Figure 4. Figure 4. Results of reliability with the QUEST program
  • 4. J. Edu. & Learn. ISSN: 2089-9823  The effect of virtual reality laboratory on conceptual understanding in… Afsari Amiati 365 Whereas The results of the analysis show that fit items from the understanding of concepts could be used for all the items, namely 40 items. Item fit can be seen in Figure 5 Figure 5. Analysis of Item fit with the QUEST program 3.3. The implementation of VR-Lab Media The next process was the implementation of VR-Lab media that could be used as a medium in data collection in research. This study used 3 different classes taken from grade in SMA Negeri 1 Barru. The first class was a class using ordinary practicum or without using VR-Lab media in practicum (control class), the second class was experimental class I which was the class that used VR-Lab media in the practical process (media class), and the third class was experimental class II namely classes that used ordinary laboratoriy that were combined with the used of VR-Lab media in the practical process (mix class). The learning process using or without VR-Lab can be seen in Figure 6. (a) (b) (c) Figure 6. Learning process, (a) Control Class (ordinary practicum), (b) Experiment Class I (media practicum), and (c) Experiment Class II (ordinary practicum and media practicum)
  • 5.  ISSN: 2089-9823 J. Edu. & Learn. Vol. 13, No. 3, August 2019 : 362 – 369 366 The results of the implementation process were carried out in the classroom by taking data on students' conceptual understanding by carrying out the posttest process on 3 research classes using instruments that had been approved empirically. Results of the average posttest value Understanding the concepts of students from three classes can be seen in Figure 7. Figure 7. Difference in average of conceptual understanding The number of each sample in 3 classes, the comparison of the average, standard deviation, minimum and maximum values of each class can be seen in Table 2. Table 2. The results of conceptual understanding of students No Kelas N Mean Std. Deviation Minimum Maximum 1 Control 29 44.9138 11.52410 22.50 65.00 2 Eksperiment I (Media) 27 45.6667 12.58739 25.00 70.50 3 Eksperiment II (Mix) 28 68.6607 10.52955 47.50 92.50 Total 84 53.0714 15.92398 22.50 92.50 3.4 Statistical Tests Statistical tests were then conducted to determine the effect of VR-Lab by conceptual understanding students' concepts. Test statistic used by one-way ANOVA statistical test using the SPSS 22 program. Before the ANOVA test, the normality prerequisite test was carried out using Shapiro-Wilk. The results of this test can be seen in Table 3. Table 3. Normality test results No. Class Shapiro-Wilk Statistic df Sig. 1 Control .947 29 .154 2 Eksperiment I (Media) .961 27 .399 3 Eksperiment II (Mix) .983 28 .913 The analysis results shown that the Sig. > 0.05, it could be concluded that the research data was normally distributed so that further analysis could be carried out, namely analysis of ANOVA. Another prerequisite test besides the normality test is the homogeneity test. The homogeneity test used in the analysis was Levene Statistics. The test results can be seen in Table 4. Table 4. Homogeneity test results Levene Statistic df1 df2 Sig. 0.559 2 81 0.574 Based on the results of the Levene Statistics value of 0.559 with a significance (sig.) of 0.574. Because of the sig value. 0.574> 0.05, it could be concluded that the variants of the three classes tested/compared were the same or homogeneous. Furthermore, ANOVA analysis to find out whether the three class groups had differences in understanding significant concepts or not. ANOVA test results can be seen in Table 5.
  • 6. J. Edu. & Learn. ISSN: 2089-9823  The effect of virtual reality laboratory on conceptual understanding in… Afsari Amiati 367 Table 5. Results of one-way ANOVA analysis No. Sum of Squares df Mean Square F Sig. 1 Between Groups 10215.010 2 5107.505 38.195 .000 2 Within Groups 10831.561 81 133.723 Total 21046.571 83 Based on the table it can be seen that the sig value. that is 0.000 < 0.05 so it can be concluded that the average of the three groups of classes is "DIFFERENT" significantly. Further analysis of ANOVA was a Post-Hoc test using the Bonferroni test with the aim of conducting multiple comparison tests to determine whether the three averages or more differed significantly in the number of analysis variants. The results of the Post-Hoc test analysis can be seen in Table 6. Table 6. Post-hoc test results with the Bonferroni test (I) Class (J) Class Mean Difference (I-J) Std. Error Sig. 95% Confidence Interval Lower Bound Upper Bound Control Media -.75287 3.09255 1.000 -8.3133 6.8075 Mix -23.74692* 3.06381 .000 -31.2371 -16.2568 Media Control .75287 3.09255 1.000 -6.8075 8.3133 Mix -22.99405* 3.11906 .000 -30.6193 -15.3688 Mix Control 23.74692* 3.06381 .000 16.2568 31.2371 Media 22.99405* 3.11906 .000 15.3688 30.6193 In the table it was known that the average difference for the control class and media was -0.75287 (difference from descriptive output). The average difference ranges from -8.3133 (lower bound) to 6.8075 (upper bound) at a 95% confidence level. There were differences or not seen from the sig value. Based on these data it was known that the value of sig 1.000> 0.05, it could be concluded that between the control class and the media was the same or no significant difference. Whereas, the class that had a significant difference was between the control class and the mix class, and the media class and mix class, namely sig 0.000 <0.05 which proved that there were significant differences. The use of technology-based learning media is highly highlighted in the 21st century learning style that is centered on the advancement of information technology (IT). IT-based learning media have been developed so that it can be used as a support in learning so that it can improve student learning achievement [19], learning independence and understanding of students' concepts [12]. IT-based learning media can be applied as an alternative in carrying out practicum, Practicum that can be applied is a laboratory-based virtual lab. Virtual laboratories can be utilized in assisting learning processes specifically for chemistry that require experiments such as electrolyte and non-electrolyte materials. This learning media makes it easier for students to understand lessons that can be used as independent learning media that can be accessed inside and outside the classroom. This is in accordance with the results of the research that has been conducted which proves that the experimental class II has a higher understanding value with other classes. Can be used to conclude the use of VR-Lab combined with conventional practicum is very good in improving students' understanding. Can be used as a simulation media / supplement before doing a real lab. The application of VR-Lab as a supplement media to help ordinary labors can answer the weaknesses of the VR-Lab itself which makes improving the ability of students because they do not do lab work such as pouring solutions, measuring properly using actual practicum tools [20]. Learning the application of learning as in experimental class II is very effective. In addition to supplements, VR-Lab can be used as a substitute for ordinary practicum as in the results of research that prove that the VR-Lab class and practicum VR-Lab practicum class are approved by practicum can be used to assist experiments conducted so that it is carried out safely. The use of VR-Lab can also be done by practicum which will be carried out using relatively expensive tools and materials [10]. VR- Lab also has the advantage of being able to work anywhere and anytime and do not need tools and chemicals. VR-Lab can also change components such as particle movement, particles, interactions between particles, changes in material structure due to the influence of the environment or reading data in the form of numbers and changes directly. Learning media like this make it easier for students to understand lessons that can be used as independent learning media that can be accessed inside and outside the classroom. This learning media can be integrated with learning methods that are complemented by technological advances through online learning systems and traditional methods [21]. This VR-Lab can be introduced as a system that can be used to support systems running conventional laboratories. VR-Lab provides opportunities for students to experiment with or without access to the internet so students do not need to be present to discuss experiments in the laboratory. This kind of
  • 7.  ISSN: 2089-9823 J. Edu. & Learn. Vol. 13, No. 3, August 2019 : 362 – 369 368 learning is effective because students can learn on their own actively without an instructor or assistant and unlike the current system. The importance of using laboratories can help students to support laboratory activities that have the potential as learning media that contribute to student learning outcomes that are important from science learning [22]. 4. CONCLUSION The results of the VR-Lab implementation are carried out using 3 different classes, namely the control class (ordinary practicum), experimental class I (VR-Lab media class) and experimental class II (ordinary practicum and VR-Lab media) in terms of understanding the concept of students giving results, namely from the class with VR-Lab as a supplement (experiment II) has a significant difference with the class using a laboratory without media (control class). Meanwhile, for classes that use VR-Lab as an experiment (experiment I) does not has a significant difference. So that it can be said that media practicum can be used as a substitute and complement of ordinary practice. REFERENCES [1] C. W. Bowen and D. M. Bunce, "Testing for conceptual understanding in general chemistry," The Chemical Educator, vol. 2, no. 2, pp. 1-17, 1997. [2] M. Stojanovska, V. M. Petruševski, and B. Šoptrajanov, "Study of the three levels of thinking and representation," Section of Natural, Mathematical and Biotechnical Sciences, MASA, vol. 35, no. 1, pp. 37-46, 2014. [3] D. F. Treagust, G. Chittleborough, and T. L. Mamiala, "The role of submicroscopic and symbolic representations in chemical explanations," International Journal Science Education, vol. 25, no. 11, pp. 1353-1368, 2003. [4] R. Kozma and J. Russell, "Students becoming chemists: Developing representational competence," Visualization in Science Education, vol. 7, pp. 121-145, 2005. [5] N. Korganci, C. Miron, A. Dafinei, and S. Antohe, "The importance of inquiry-based learning on electric circuit models for conceptual understanding," Procedia Social and Behavioral, vol. 191, pp. 2463-2468, 2015. [6] B. E. Myers and J. E. Dyer, "Effect of investigative laboratory instruction on content knowledge and science process skill achievement across learning styles," Journal of Agricultural Education, vol. 47, no. 4, pp. 52-63, 2006. [7] S. Soni and Katkar, "Survey paper on virtual lab for e-learnes," International Journal of Application or Innovation in Enginering & Management (IJAIEM), vol. 3, no. 1, pp. 108-110, 2014. [8] M. M. Albu, M.M, K. E. Holbert, G.T. Heydt, S. D. Grigorescu, and V. Trusca, "Embedding remote experimentation in power engineering education," IEEE Transactions on Power Systems, vol. 19, no. 1, pp. 139-143, 2004. [9] Z. Tatli and A. Ayas, "Virtual chemistry laboratory: Effect of constructivist learning environment," Turkish Online Journal of Distance Education-TOJDE, vol. 13, no. 1, pp. 183 – 199, 2012. [10] F. Totiana, E. S. VH, and T. Redjeki, "The effectiveness of creative problem solving (CPS) equipped with virtual laboratory learning media on student achievement in colloidal subject matter class XI IPA second semester SMA Negeri Karanganyar academic year 2011/2012 (in Bahasa)," Jurnal Pendidikan Kimia (JPK), vol. 1, no. 1, pp. 74-79, 2012. [11] A. Hidayat and V. G. Utomo, "Virtual Laboratory Implementation to Support High School Learning," International Journal of Computer Applications, vol. 120, no. 16, pp. 0975-8887, 2015. [12] F. S. Arista and H. Kuswanto, "Virtual physics laboratory application based on the android smartphone to improve learning independence and conceptual understanding," International Journal of Instruction, vol. 11, no. 1, pp. 1-16, 2018. [13] N. R. Herga and D. Dinevski, "Virtual laboratory in chemistry – Experimental study of understanding, reproduction and application of acquired knowledge of subject’s chemical content," Organizacija, vol. 45, no. 3, 2012. [14] D. Tsovaltzi, N. Rummel, B. M. McLaren, N. Pinkwart, O. Scheuer, A. Harrer, and I. Braoun, "Extending a virtual chemistry laboratory with a collaboration script to promote conceptual learning," International Journal of Technology Enhanced Learning, vol.2, pp. 91-110, 2010. [15] D. Ifthinan and S. Atun, "Virtual laboratory based on inquiry in chemical equilibrium as learning innovations," International Journal on New Trends in Education and Their Implications, vol. 10, no. 1, 2019. [16] J. W. Cresswell, Educational research: planning, conducting, and evaluating quantitative and qualitative research, 4nd ed., ed Boston: Pearson Education, Inc, pp. 309-310, 2012. [17] R. M. Branch, Instructional Design: The ADDIE Approach, ed New York, NY: Springer, 2009, pp. 17-21. [18] F. 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  • 8. J. Edu. & Learn. ISSN: 2089-9823  The effect of virtual reality laboratory on conceptual understanding in… Afsari Amiati 369 [20] R. Setiadi and A. Muflika, "Exploration of the empowerment of PhET simulation courseware to build high school students' science process skills (in Bahasa)," Journal Of Mathematic Teaching And Science (JMTS), vol. 17, no. 2, pp. 258-270, 2012. [21] K. Thorne, Blended learning: How to Integrate online and traditional learning, ed London: Kogan page, pp 11-12, 2003. [22] A. Hofstein and V. N. Lunetta, "The laboratory in science education: Foundations for the twenty-first century.," Science Education, vol. 8, no. 1, pp.28-54, 2003. BIOGRAPHIES OF AUTHORS Afsari Amiati is a student of Chemistry Department, Graduate School, Yogyakarta State University, Indonesia. Her interest as a researcher in the development of IT-based learning media as an innovation in chemistry learning in particular. In addition to media development, she also tried to apply and implement media developed using pursuit methods such as hybrid learning. Jaslin Ikhsan is a lecturer and researcher in the Department of Chemistry, Faculty of Mathematics and Natural Sciences, Yogyakarta State University. Now he is appointed as Chair of the Chemistry Study Program at the Faculty of Mathematics and Natural Sciences. He has a wealth of research experience in the fields of pure chemistry and chemistry education. In the field of education, he is more interested in conducting research in the development of IT-based learning media.