DESIGN AND DEVELOPMENT OF A TONG GLINDING SIMULATOR BASED ON VIRTUAL REALITY AS A MEDIUM FOR PHYSICS EDUCATION

Authors

  • Dimas Novian Aditia Syahputra Universitas Negeri Surabaya
  • Yohanes Yohanie Fridelin Panduman The University of Osaka
  • Dodik Arwin Dermawan Universitas Negeri Surabaya
  • I Gde Agung Sri Sidhimantra Universitas Negeri Surabaya
  • Septian Rahman Hakim Universitas Negeri Yogyakarta

DOI:

https://doi.org/10.24252/instek.v10i2.61811

Keywords:

Inclined Plane, Interactive Education, Tong Glinding, Unity 3D, Virtual Reality

Abstract

Physics learning about motion concepts is often abstract, while traditional games with embedded scientific principles are increasingly overlooked. This study addresses both issues by developing a Virtual Reality (VR)–based physics simulator inspired by the traditional Tong Glinding game. Designed as an interactive virtual laboratory, the simulator allows users to adjust the incline angle (1°–6°), choose a smooth or rough surface, and observe the motion of a rolling barrel along a 20-meter track. Developed using the Research and Development (R&D) method with the ADDIE model and implemented in Unity 3D, the system integrates cultural heritage with immersive VR experimentation. Functional testing confirmed 100% conformity to design specifications. Simulation verification demonstrated high accuracy, with errors of only 1.8%–2.5% between simulation and analytical calculations on the smooth surface, while the rough surface correctly produced no motion at low angles. User experience testing with 30 participants yielded a high overall score of 87.5 out of 100, supported by strong reliability across all dimensions (Cronbach’s α = 0.85–0.92). These results show that the simulator is technically reliable, physically accurate, and well-received as a learning medium. The combination of cultural preservation and interactive VR-based experimentation represents the novelty of this work.

Downloads

Download data is not yet available.

References

[1] Alexander Mahombar, “3683-Article Text-15666-1-10-20240430,” Jurnal Fisika dan Pembelajarannya (PHYDAGOGIC), vol. 6, no. 2, pp. 74–79, Apr. 2024.

[2] S. Sukari and A. Hasanah, “Lemahnya Karakter Anak Bangsa di Era Globalisasi,” TSAQOFAH, vol. 4, no. 6, pp. 3841–3853, Sep. 2024, doi: 10.58578/tsaqofah.v4i6.3868.

[3] A. B. Damarsha, W. Q. L. Arrafi’, I. M. Ariana, T. Sunarti*, N. Suprapto, and K. Nisa’, “Integration of Kekehan Traditional Game to Measure Students’ Creative Thinking Skills in Physics Learning,” Jurnal Pendidikan Sains Indonesia, vol. 13, no. 3, pp. 663–674, Jul. 2025, doi: 10.24815/jpsi.v13i3.44125.

[4] A. Ramadhani, “Identifikasi Nilai-nilai Pendidikan Karakter Dalam Permainan Anak Tradisional,” 2018.

[5] S. R. Hakim et al., “Design and implementation of VR lato-lato STEAM in engineering education science,” International Journal of Evaluation and Research in Education, vol. 14, no. 4, pp. 2749–2761, Aug. 2025, doi: 10.11591/ijere.v14i4.32206.

[6] Padilah and Nashrillah, “DAMPAK PENGGUNAAN GAME ONLINE TERHADAP PERILAKU BAHASA ANAK USIA DINI DI KECAMATAN LUBUK PAKAM KABUPATEN DELI SERDANG SUMATERA UTARA,” Jurnal Pendidikan Anak Usia Dini, vol. 9, no. 2, pp. 177–192, Oct. 2024.

[7] N. Partarakis et al., “Physics-Based Tool Usage Simulations in VR,” Multimodal Technologies and Interaction, vol. 9, no. 4, Apr. 2025, doi: 10.3390/mti9040029.

[8] A. Setyo Budi, D. Sumardani, D. Muliyati, F. Bakri, P.-S. Chiu, and M. Siahaan, “Jurnal Penelitian dan Pengembangan Pendidikan Fisika,” JPPPF, vol. 7, no. 1, 2021, doi: 10.21009/1.

[9] D. Sumardani, A. Putri, R. R. Saraswati, D. Muliyati, and F. Bakri, “Virtual Reality Media: The Simulation of Relativity Theory on Smartphone,” Formatif: Jurnal Ilmiah Pendidikan MIPA, vol. 10, no. 1, Mar. 2020, doi: 10.30998/formatif.v10i1.5063.

[10] F. Mabruroh, P. Talakua, H. Y. Suhendi, and M. M. Maipauw, “The Utilization of Virtual Reality in Ohm’s Law Experiment Simulation,” Jurnal Pendidikan dan Ilmu Fisika, vol. 5, no. 1, pp. 25–39, Jun. 2025, doi: 10.52434/jpif.v5i1.42510.

[11] K. Althoefer, “Virtual Reality Training Simulator for Physical Diagnosis.”

[12] N. F. Citra and M. Anggaryani, “One Decade Trends of Virtual Reality Publication in Physics (2012-2021),” Jurnal Pendidikan MIPA, vol. 23, no. 4, pp. 1583–1597, 2022, doi: 10.23960/jpmipa/v23i4.pp1583-1597.

[13] M. Safitri et al., “ADDIE, SEBUAH MODEL UNTUK PENGEMBANGAN MULTIMEDIA LEARNING,” 2022. [Online]. Available: http://jurnal.umpwr.ac.id/index.php/jpd

[14] M. A. Neroni, A. Oti, and N. Crilly, “Virtual Reality design-build-test games with physics simulation: opportunities for researching design cognition,” International Journal of Design Creativity and Innovation, vol. 9, no. 3, pp. 139–173, 2021, doi: 10.1080/21650349.2021.1929500.

[15] Nurullaeli, “MEDIA ANALISIS DAN SIMULASI GERAK MENGGELINDING DI BIDANG DATAR BERBASIS MATLAB,” 2022.

[16] D. Rahmawati and A. Malik, “Analisis Pengaruh Ketinggian Lintasan Terhadap Gaya Gesek dan Kecepatan Benda Pada Bidang Miring Menggunakan PhET Simulation,” Jurnal Penelitian dan Pembelajaran Fisika Indonesia, vol. 6, no. 1, Jun. 2024, doi: 10.29303/jppfi.v6i1.255.

[17] F. Mufit, M. Dhanil, and Y. Hendriyani, “INTERNATIONAL JOURNAL ON INFORMATICS VISUALIZATION journal homepage : www.joiv.org/index.php/joiv INTERNATIONAL JOURNAL ON INFORMATICS VISUALIZATION Development of Quantum Physics Laboratory Based on Immersive Virtual Reality.” [Online]. Available: www.joiv.org/index.php/joiv

[18] I. G. A. Sri Sidhimantra and D. Herumurti, “First Person and Third Person Perspective in Virtual Reality: Analysis of Cybersickness Symptoms,” Journal of Development Research, vol. 5, no. 1, pp. 13–20, May 2021, doi: 10.28926/jdr.v5i1.130.

Downloads

Published

2025-10-31

How to Cite

[1]
D. N. A. Syahputra, Y. Y. F. Panduman, D. A. Dermawan, I. G. A. S. Sidhimantra, and S. R. Hakim, “DESIGN AND DEVELOPMENT OF A TONG GLINDING SIMULATOR BASED ON VIRTUAL REALITY AS A MEDIUM FOR PHYSICS EDUCATION”, INSTEK, vol. 10, no. 2, pp. 496–506, Oct. 2025.

Issue

Section

Volume 10 Nomor 2 Oktober Tahun 2025