Judul: Development of Virtual Reality for  Immersive Learning in the Greenhouse of IPB Campus
Abstrak: Virtual reality atau VR adalah teknologi next-generation yang memungkinkan pengguna untuk mendapatkan pengalaman virtual yang sangat realistis dan mendalam. Menggunakan konsep VR dan fitur yang memungkingkan penggunanya berinteraksi seperti di dunia nyata terlihat efektif untuk meningkatkan ketertarikan terhadap berbagai bidang, terutama sektor agrikultur yang semakin sepi akan peminat. Pada penelitian ini, peneliti akan merancang aplikasi berteknologi VR interaktif berlatar Greenhouse I-Surf IPB sebagai pembelajaran imersif pada bidang agrikultur terhadap pelajar. Penelitian ini dikembangkan menggunakan Unity dan dieksekusi menggunakan perangkat Oculus Quest 2 yang terbagi menjadi 4 fase pengembangan dengan metode game development life cycle (GDLC) yaitu initiation, production, pre-production, dan testing. Pengguna dapat menjelajahi I-Surf bersama mekanik permainan berupa mencari peralatan pertanian dan juga menumbuhkan tanaman secara sederhana. Aplikasi berhasil dikembangkan dan berhasil melewati Testing menggunakan metode black-box tanpa adanya masalah teknis maupun terkait perangkat VR terhadap aplikasi yang dikembangkan, sehingga menunjukkan potensi pengembangan sektor pembelajaran menggunakan teknologi VR kedepannya, Virtual reality is a next-generation technology that allows users to experience highly realistic and immersive virtual environments. Utilizing the concept of VR that simulates real-world interactions appears to be effective in generating interest in various fields, particularly the agriculture sector. In this research, the researcher will design an interactive VR application based on I-Surf IPB Greenhouse as an immersive learning tool for agriculture among students. The research will be developed using Unity with Oculus Quest 2 device. There are four development phases: initiation, production, pre-production, and testing, following a simplified version of the game development life cycle (GDLC). Users can explore I-Surf with gameplay mechanics such as searching for farming equipment and growing plants in a simple manner. The application has been successfully developed and passed the black-box testing without any technical issues or problems related to the VR device and the developed application. This demonstrates the potential for future development of the education sector using VR technology.
Keyword: edukasi agrikultur, virtual reality, pembelajaran imersif

Judul: Kajian Literatur Sistematik Penggunaan Teknologi Virtual Reality dalam Implementasi Pembelajaran Pertanian dan Perikanan
Abstrak: Studi ini menganalisis penelitian sebelumnya mengenai aplikasi untuk pembelajaran pertanian dan perikanan. Metode penelitian yang digunakan adalah kajian literatur sistematis dengan menggunakan Preferred Reporting Items for Systematic Reviews and Meta-Analyses. Hasil penelitian menunjukkan bahwa materi pembelajaran dan desain elemen metaverse masih belum optimal. Masih terdapat celah implementasi antara teknologi imersif yang sedang dikembangkan saat ini dengan konsep metaverse. Oleh karena itu, perencanaan jangka panjang dan studi kasus penggunaan metaverse dalam pendidikan harus dilakukan lebih baik atau lebih matang lagi. Kekurangan ini menjadi poin penting untuk penelitian selanjutnya dalam pengembangan metaverse untuk pendidikan di bidang pertanian dan perikanan. Peneliti berharap studi ini mampu memberikan pengetahuan tentang teknologi metaverse kepada pendidik agar dapat membuat keputusan yang lebih tepat dalam memanfaatkannya di lembaga pendidikan., This study analyzes previous research regarding applications for learning agriculture and fisheries. The research method used is a systematic literature review using Preferred Reporting Items for Systematic Reviews and Meta-Analyses. The research results show that the learning materials and metaverse element design are still not optimal. There is still an implementation gap between the immersive technology currently being developed and the metaverse concept. Therefore, long-term planning and case studies on the use of metaverse in education must be done better or more maturely. This deficiency is an important point for further research in developing a metaverse for education in agriculture and fisheries. Researchers hope that this study is able to provide knowledge about metaverse technology to educators so they can make more informed decisions in utilizing it in educational institutions.
Keyword: Agriculture, Education, Fisheries, Virtual Reality

Judul: Approximation of the Median of Poisson Distribution Using the Relation of Poisson-Gamma Distribution
Abstrak: A major drawback of median is that median cannot usually be defined in closed form, even in the cases where their distribution functions are known. This study gives an approximation of the closed form for the median of the Poisson distribution by using the relation of Poisson-Gamma distribution. The approximation uses elementary techniques based on the monotonicity of certain sequences involving tail probabilities of the Poisson distribution and the Central Limit Theorem. Furthermore, a closed form expression for the mean absolute deviation 􀜧|􀜰􀰒 􀵆 􀜯􀝁􀝀􁈺􀜰􀰒􁈻| is also studied. The median is relevant because of the fact that it minimizes the mean absolute deviation of a Poisson random variable (􀜰􀰒􁈻 by considering median as central tendency.
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