USER EXPERIENCE IN METAVERSE BUILDING TRAINING USING PHOENIX-FIRESTORM SOFTWARE

  • Maria Magdalena Information Technology, Faculty of Science and Technology, Universitas Pradita, Indonesia
  • Richardus Eko Indrajit Information Technology, Faculty of Science and Technology, Universitas Pradita, Indonesia
  • Handri Santoso Information Technology, Faculty of Science and Technology, Universitas Pradita, Indonesia
  • Muh Masri Sari Information Technology, Faculty of Science and Technology, Universitas Pradita, Indonesia
Keywords: 3D virtual worlds, Phoenix-Firestorm, metaverse training, virtual learning, user experience, education technology

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.

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Published
2025-02-12
How to Cite
[1]
M. Magdalena, R. E. Indrajit, H. Santoso, and M. M. Sari, “USER EXPERIENCE IN METAVERSE BUILDING TRAINING USING PHOENIX-FIRESTORM SOFTWARE”, J. Tek. Inform. (JUTIF), vol. 6, no. 1, pp. 239-248, Feb. 2025.