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Analysis of the linearity of the story on the creation of the game "Elephant Rescue.” Joko Priono, R.M; Winarso, Sigit; Filianto, Wilhelmus
Jurnal Indonesia Sosial Teknologi Vol. 5 No. 5 (2024): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v5i5.1090

Abstract

Media is an intermediary that can be used to convey information or messages in learning to achieve learning outcomes. Many types of media are used in the learning process. One of the media used in learning is games as educational media, called educational games. Educational games are games that are formed to hone thinking power, including increasing concentration and solving a problem. Educational stories based on local wisdom also serve to strengthen character education so that they can be well received without reducing the playing experience gained by players. Through the results of game testing, 40% of respondents strongly agreed that the understanding of conserving animals, especially elephants in Way Kambas Lampung National Park, was sought to be raised through the Elephant in Rescue Game, and 24% agreed that the understanding of conserving animals, especially elephants in Way Kambas Lampung National Park, was sought to be raised through the Elephant in Rescue Game. 60% of respondents agreed with the educational element presented in the game Elephant in Rescue, and 56% of respondents agreed that the application of the story in this game was appropriate. Based on the results of testing on respondents, it can be concluded that the application of stories and education about the importance of preserving animals, especially elephants in Way Kambas National Park, Lampung, can be conveyed well in accordance with what has been designed before.
Implementation of "Room of Batik" Android Game Design winarso, Sigit; Priono, Joko; Filianto, Wilhelmus
Jurnal Indonesia Sosial Teknologi Vol. 5 No. 8 (2024): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v5i8.1323

Abstract

The Batik motif is one of its main characteristics. From this point on, the creation of a game based on a strategy to restore confidence in the previously lost batik. Based on the aforementioned curriculum, "Perancangan Game "Room Of Batik" Berbasis Android Sebagai Media Pembelajaran Batik" was created. It is hoped that games with a batik theme can enliven young people and increase their interest in local customs, particularly batik. This game will be developed using the Unity game engine and will be targeted at the Android platform, which is now the most widely used platform. The purpose of this platform's use is to increase gameplay among more people, hence increasing the number of users who may access the relevant game.