KALBISIANA Jurnal Sains, Bisnis dan Teknologi
Vol. 8 No. 1 (2022): Kalbisiana

Pengembangan Gim Edukasi Penggunaan Listrik Bijak Berbasis Android

Joshia Ferdinan Lidwinanta (Institut Teknologi dan Bisnis Kalbis)
Harya Bima Dirgantara (Institut Teknologi dan Bisnis Kalbis)



Article Info

Publish Date
11 Jul 2022

Abstract

This research aims to develop a game titled "Save Energy" that teaches smart electricity usage in an Android-based home. The development of the game employs the Unity 3D Game Engine. The game was created because there are still a large number of people in Indonesia who waste electricity at home. This wastage is the result of a careless culture and a lack of socialization and education. Consequently, the Game Development Life Cycle (GDLC) method is used to create this educational game about saving electricity, with the following stages: initiation, pre-production, production, game testing, and release. This game aims to educate and inform the community about the prudent use of electricity through an engaging and entertaining media game. Users of Android-based smartphones are able to download and play the "Save Energy" video game as a result of its development with this Unity 3D application. After playing this game, as many as 24 individuals can comprehend the prudent use of electricity based on the results of a questionnaire based on the game's trial run.

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Journal Info

Abbrev

kalbisiana

Publisher

Subject

Computer Science & IT Decision Sciences, Operations Research & Management Economics, Econometrics & Finance Industrial & Manufacturing Engineering Social Sciences

Description

KALBISIANA Jurnal Sains, Bisnis dan Teknologi adalah jurnal akses terbuka akademik yang bertujuan untuk mempromosikan integrasi sains, bisnis dan teknologi. Fokusnya adalah menerbitkan makalah tentang sains, bisnis dan teknologi. Makalah yang dikirimkan akan ditinjau oleh komite teknis jurnal. Semua ...