cover
Contact Name
Sujacka Retno
Contact Email
sujacka@unimal.ac.id
Phone
+6282295574747
Journal Mail Official
game@unimal.ac.id
Editorial Address
Jl. Batam. Kampus Bukit Indah. Gedung Prodi Teknik Informatika. Blang Pulo, Lhokseumawe, Aceh
Location
Kota lhokseumawe,
Aceh
INDONESIA
Gameology and Multimedia Expert
ISSN : -     EISSN : 30318963     DOI : https://doi.org/10.29103/game.v1i1.14554
Core Subject : Science,
Gameology and Multimedia Expert is a scientific journal published by the Department of Informatics, Faculty of Engineering Universitas Malikussaleh, Aceh. This journal contains scientific papers from Academics, Researchers, Practitioners, and Students about research on Game Development and Multimedia. Gameology and Multimedia Expert is published 4 (four) times a year in January, April, July and October. The paper is an original script and has a research base on Game Development and Multimedia. The manuscript is written in Indonesian or English language.
Articles 6 Documents
Search results for , issue "Vol. 2 No. 3 (2025): Gameology and Multimedia Expert - July 2025" : 6 Documents clear
Animal Matchup: A Drag-and-Drop Interactive Game to Foster Knowledge of Animals on Android Jazuli, Muhammad Syauqi; Rizki, Muhammad; Syaidatus Shofa Abdul Hayat, Nadiyah
Gameology and Multimedia Expert Vol. 2 No. 3 (2025): Gameology and Multimedia Expert - July 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i3.22552

Abstract

This study discusses the development of an interactive educational Android-based game called Animal Matchup, designed to combine entertainment with learning about the animal world. Built using the Unity platform with the C# programming language, this game presents various challenges ranging from identifying animal names, diets, to habitats through an engaging drag-and-drop mechanism. Featuring cheerful visuals, a user-friendly interface, a point and level system, as well as life indicators, the game aims to gradually enhance players’ basic biological knowledge. Initial testing showed that the game runs stably across multiple devices with responsive displays, and can motivate users to keep playing while learning. Therefore, Animal Matchup is expected to serve as an effective and enjoyable alternative learning medium for children and teenagers, while enriching science literacy related to animals and ecosystems.
Design and Implementation of an Interactive Science Educational Game to Improve Science Literacy of Elementary Students in Grades 3–6 Eldo, Handry; Najmi, Muazziss
Gameology and Multimedia Expert Vol. 2 No. 3 (2025): Gameology and Multimedia Expert - July 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i3.22556

Abstract

Interactive educational games are one of the innovative approaches to improving science literacy skills among elementary school students. This study aims to design and implement an interactive science-based educational game to help students in grades 3–6 understand scientific concepts in a fun and engaging way. The research methods include user needs analysis, game concept design, software development, and evaluation to measure effectiveness and user responses. The game was designed by referring to the current science curriculum and integrating educational elements that suit children's developmental stages. The development of this game uses two programming languages, namely CSS (Cascading Style Sheets) and JavaScript (JS), to control the appearance and interactions on the web platform. The result of this study is an interactive educational web-based game that offers various challenges and learning activities that are both entertaining and educational. Initial evaluations show positive responses from users, both in terms of enjoyment and improved understanding of the science material presented. In conclusion, this interactive educational game has great potential as an additional learning tool to support science teaching in elementary schools. Further development and integration into the curriculum are expected to significantly improve children's science literacy.
Development of an Interactive Game Application using Linear Congruent Method (LCM) to Improve Hijaiyah Letter Recognition Skills in Children Elistatia, Usi; Permatasari, Sisca
Gameology and Multimedia Expert Vol. 2 No. 3 (2025): Gameology and Multimedia Expert - July 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i3.22557

Abstract

Introducing Hijaiyah letters is an essential first step in early childhood education. To make learning these letters enjoyable, we developed an interactive game application using the Scratch platform. This application aims to help children recognize and memorize Hijaiyah letters in an engaging way. The development methodology employed is the Game Development Life Cycle (GDLC). We built the application by utilizing various features of Scratch, including animations, sounds, and user interactions. Users are invited to play while learning the Hijaiyah letters. After understanding the letters, they enter a game page where they must navigate toward the provided Hijaiyah letters. To avoid repeated appearances of the same letters, we applied the Linear Congruent Method (LCM) algorithm as a randomization technique. The LCM algorithm generates random numbers to shuffle the appearance of Hijaiyah letters in the game. Testing results show that using Scratch to develop this Hijaiyah letter recognition game is effective and can improve children's ability to recognize these letters.
Fauna Fantasi Educational Game for Improving English Animal Vocabulary Nazar, Muhammad; Lutfi, Fauzi
Gameology and Multimedia Expert Vol. 2 No. 3 (2025): Gameology and Multimedia Expert - July 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i3.22564

Abstract

This paper presents Fauna Fantasi, an educational game designed to support primary school children in learning English vocabulary through an interactive and enjoyable experience. Targeted at learners aged 6 to 12 years, the game integrates playful exploration with language development by challenging players to collect scattered letters that form English words. Featuring cheerful visuals, intuitive controls, and progressively challenging levels, Fauna Fantasi aims to maintain engagement while reinforcing new vocabulary. Early observations indicate that this approach successfully captures children’s interest and promotes vocabulary retention by embedding learning within an adventurous context. The game’s effectiveness can be further assessed through structured pre- and post-tests and by observing how well players identify and construct words during gameplay. Overall, Fauna Fantasi illustrates the potential of game-based learning as a meaningful tool to enhance English language acquisition among young students.
Analysis of User Satisfaction with the DANA Digital Wallet Application in Lhokseumawe City Using the End-User Computing Satisfaction (EUCS) Method F Saragih, Annisa; Muthmainnah, Muthmainnah; Ilhadi, Veri
Gameology and Multimedia Expert Vol. 2 No. 3 (2025): Gameology and Multimedia Expert - July 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i3.22590

Abstract

DANA is one of the most popular digital wallets in Indonesia. In accordance with the survei results in Lhokseumawe City, it was recorded that the number of DANA users was greater than other digital wallets. Therefore, researchers evaluate the level of satisfaction of DANA application users in the city and identify the factors that influence it using the EUCS method. EUCS is a technique for assessing the comparison between expectations and reality of an information system application to determine the level of user satisfaction with five independent variables, namely content, accuracy, format, ease of use, and timeliness, and the dependent variable is user satisfaction. The population of this research is people who live in Lhokseumawe City, with a sample of 349 respondents collected through questionnaires. From the results of data analysis using SPSS, four variables were found to affect the satisfaction of DANA digital wallet users in Lhokseumawe City, namely the content variable, format, ease of use, and timeliness. However, there is one variable that has no effect, namely the accuracy variable. However, there is one variable that has no effect, namely the accuracy variable. Based on the results of the analysis of the level of user satisfaction, the average number of overall user satisfaction level values on each variable is 3.984 and is included in the satisfied category, so it can be concluded that users are satisfied in using the DANA digital wallet application
Cover, Editorial Board, Acknowledgement and Table of Contents GAME, GAME
Gameology and Multimedia Expert Vol. 2 No. 3 (2025): Gameology and Multimedia Expert - July 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i3.22613

Abstract

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