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

Pembuatan Aplikasi Permainan Edukasi Tentang Hewan Berdasarkan Jenis Makanannya Berbasis Android

Jeremia Borichlev (Institut Teknologi dan Bisnis Kalbis)
Harya Bima Dirgantara (Institut Teknologi dan Bisnis Kalbis)



Article Info

Publish Date
11 Jul 2022

Abstract

The purpose of this research is to create an alternative learning in which ordinary people (all ages) can learn about animal classification based on food.The game was developed so that users can use alternative media such as smart phones to understand the classification of animals based on their food. The method used in game development is Game Development Life Cycle (GDLC). There are 6 stages of the GDLC method the initiation stage that discusses the concept of the game, the pre-production stage that discusses the design of the game, the production stage of the game development using the Unity game engine, the testing phase to test the game's functionality with the blackbox method, the beta testing stage for the user and the release stage the game to the public. The final result of this study is an Android-based "Animal-Based Food Quiz" educational game that is played offline on smart phones. One of the results of the beta testing was 88% (22 respondents) out of 25 respondents had a better understanding of animal classification based on food after playing this game.

Copyrights © 2022






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 ...