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Journal : Jurnal Computer Science and Information Technology (CoSciTech)

Perancangan aplikasi permainan labirin dengan tema suku indonesia berbasis android Edwin Meinardi Trianto
Computer Science and Information Technology Vol 4 No 1 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i1.4712

Abstract

In another function as entertainment, game also has another function as a most effective learning media, therefore an education games become a most fun learning media for child. As problem mentioned, the author aware that educational games are the most popular learning media compared to theoretical learning in the school. Student less interested to learn Pancasila education, social science, and civic education or something like them, and there is no cultural diversity lesson in current curriculum which set by government like the previous year’s curriculum. Because that problem, intolerance and racism in Indonesia still high and massive in social media, became a sign that knowledge of Indonesian tribes too low. And about this case, author got inspiration to create and develop educational games the tittle “The Design of Introduction to Indonesian Tribes Game Application “GANTARA” based on Android”. This Educational Games develop by Unity 2D and Android-Based. By presenting features such as information and searching cultural attributes such as clothes, dances, food, weapons, musical instruments typical of the region with regional origins and quizzes with the theme of ethnic diversity in Indonesia. The method used to develop this app is Throw Away Prototyping, which shows several prototype options which selected by the Maria Fatima elementary school for grades 3-5 and teachers. Next implement test process using the black box test method and questionnaire, enhancing students interest in learning and creating educational games that help students learn and learn about Indonesian.
Perancangan dan Pembuatan Aplikasi Permainan Edukasi Mathventure Quest Berbasis Android Trianto, Edwin Meinardi; Ariel Kristianto; Ivan Leonardi Candra; Timothy John Pattiasina; Titasari Rahmawati
Computer Science and Information Technology Vol 5 No 2 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i2.7211

Abstract

Mathematics can be said to be a mandatory subject from elementary school to college or higher education whose function is used to this day. Mathematics lessons are sometimes considered quite difficult subjects by students at school because mathematics is always related to formulas, calculations and numbers. Games are defined as activities that relieve boredom and fill free time. Games can also increase the level of intelligence, increase knowledge and solve problems easily. The author was inspired to create or design an educational game application with a mathematics theme entitled Mathventure Quest using Android-based Unity Engine software. In this game there are enemies that must be fought to move to the next place. The way to fight these enemies is to answer the questions given by the application. If the player can answer, the enemy will lose and move on to the next place. This educational game can help educate and attract the attention of elementary school students with mathematics lessons which can also be a medium of entertainment for elementary school students.