Brahmana : Jurnal Penerapan Kecerdasan Buatan
Vol 5, No 1 (2023): Edisi Desember

Perancangan Game Edukasi Pendidikan Karakter Berbahasa Inggris Dengan Jenis Role Playing Game Berbasis Android

Hutabri, Ellbert (Unknown)
Jarti, Nanda (Unknown)
Fauzi, Rahmat (Unknown)



Article Info

Publish Date
20 Dec 2023

Abstract

Educational games are designed to enable users to learn through engaging and enjoyable experiences. This motivates users to participate and allows for more effective learning. The game is developed as a Role-playing game (RPG), utilizing the Game Development Life Cycle (GDLC), and UML as an analysis tool, with black-box testing used for testing. Research findings have shown that games are an intriguing method used as an interactive learning medium. With educational elements, especially character education, students feel joy in learning while playing, embedding educational values into children's characters at home, school, and their surrounding environment. Games are created to be as close as possible to students, making them more relevant to students' everyday lives, and making it easier to practice character education taught within the game. The game developed in English can assist students in learning English while playing. From conducted tests, students express enjoyment in using the game and can assist in their memorization of English vocabulary.

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Journal Info

Abbrev

brahmana

Publisher

Subject

Computer Science & IT Decision Sciences, Operations Research & Management Education Engineering

Description

BRAHMANA: Jurnal Penerapan Kecerdasan Buatan adalah sebuah jurnal peer-review secara online yang diterbitkan bertujuan sebagai sebuah forum penerbitan tingkat nasional di Indonesia bagi para peneliti, profesional, Mahasiswa dan praktisi dari berbagai bidang Ilmu Kecerdasan Buatan. BRAHMANA: Jurnal ...