Claim Missing Document
Check
Articles

Found 12 Documents
Search

PEMBUATAN APLIKASI PERMAINAN MOBILE CONCENTRATION AND THINKING UNTUK MENINGKATKAN KEMAMPUAN KONSENTRASI DAN KOGNITIF ANAK Ahmad Fadli Rismanda; Bambang Robiin
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 11, No 1 (2026)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v11i1.7872

Abstract

Tantangan terletak pada pengembangan game edukasi yang menarik bagi anak-anak sekolah dasar (7-12 tahun) untuk meningkatkan ke-mampuan kognitif dan konsentrasi mereka. Tujuan utama adalah merancang dan membangun game edukasi berbasis Android, "Concen-tration and Thinking," menggunakan metodologi Siklus Pengembangan Game (GDLC) terdiri dari tahap inisiasi, pra-produksi, produksi, pen-gujian, uji coba beta, hingga tahap peluncuran. Metode kuantitatif dit-erapkan melalui penyebaran kuesioner pada saat alpha dan beta testing untuk mengevaluasi kualitas, kegunaan, serta tingkat kemudahan penggunaan game tersebut.Temuan menunjukkan bahwa game berhasil dikembangkan dan dirilis di Google Play Store. Alpha testing menun-jukkan umpan balik positif pada kualitas media, materi, dan bahasa. Uji coba beta menggunakan System Usability Scale (SUS) dan Single Ease Question (SEQ) mengindikasikan bahwa game memiliki tingkat kegunaan dan kemudahan penggunaan yang cukup baik, meskipun masih dibutuhkan perbaikan dalam aspek kemudahan instalasi dan pemahaman oleh pengguna. Game ini berpotensi meningkatkan ke-mampuan kognitif dan konsentrasi pada anak-anak, sambil mengakui keterbatasan seperti ukuran sampel yang kecil pada beta testing.
Development of a Visual Attention Game Using Difference Detection Mechanics: Design and Usability Evaluation Bambang Robi'in; Wahyu Pujiyono; M. Bobbyzal Cendana Ze
Journal of Novel Engineering Science and Technology Vol. 5 No. 02 (2026): Journal of Novel Engineering Science and Technology
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/jnest.v5i02.2215

Abstract

The increasing use of mobile devices has led to the widespread adoption of digital games as interactive systems. However, most mobile games are primarily designed for entertainment and rarely incorporate structured interaction mechanisms to support cognitive training. This study presents the design and development of a visual attention-based mobile game that uses difference-detection mechanics as its core interaction model. The game, named FindX, was developed using the Game Development Life Cycle (GDLC) framework, including initiation, pre-production, production, and testing stages, and implemented using the Unity engine on the Android platform. The system incorporates structured gameplay elements, including progressive difficulty levels, time constraints, and penalty mechanisms for incorrect interactions, to encourage focused visual processing. Functional testing was conducted using a black-box approach to ensure system reliability. Expert evaluation using the Learning Object Review Instrument (LORI) was performed to assess media quality and content suitability. In addition, usability testing was conducted with 23 participants using the System Usability Scale (SUS). The results indicate that the system achieved a media quality score of 80% and a content feasibility score of 93.3%. The usability evaluation produced an average SUS score of 74.1, categorized as Good and Acceptable. These findings indicate that the proposed system is functional, of good media and content quality, and user-friendly, providing a usable interactive environment designed to support visual attention training through structured game mechanics. Efficacy in improving visual attention was not measured in this study and is identified as future work.