Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Vol. 6 No. 02 (2024): Jatilima : Jurnal Multimedia Dan Teknologi Informasi

PERANCANGAN DAN PENGEMBANGAN GAME MATCH THEM UP DENGAN MENGGUNAKAN METODE WATERFALL

Sandy Sugiyana (Unknown)
Yulisa Geni, Bias (Unknown)



Article Info

Publish Date
28 Jul 2024

Abstract

Games have significant potential to support early childhood education, especially digital educational games for young children. However, the current dominance of foreign productions in game development is notable. In this study, the authors focus on early childhood as the target audience, recognizing children's preference for games over theoretical learning. To address this, the authors developed an educational game application that enables learning through play. The study employs the waterfall method in software engineering, utilizing Unity 3D and implementing C# for specific functions. The primary objective is to provide a learning avenue through an educational guessing game featuring animal pictures, aiming to enhance children's learning abilities. The research utilizes qualitative methods, including observations, interviews, questionnaires, and literature reviews, resulting in an appealing drag-and-drop game designed to contribute positively to early childhood education through educational game technology.

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Journal Info

Abbrev

jatilima

Publisher

Subject

Computer Science & IT

Description

JATILIMA merupakan jurnal yang terbit dua nomor dalam satu volume (tahun), yaitu Peridoe I Bulan April dan Periode II Bulan Oktober. JATILIMA mempublikasikan tulisan-tulisan ilmiah hasil pemikiran, studi literatur, dan penelitian dalam bidang Ilmu Komputer. JATILIMA merupakan jurnal dengan sistem ...