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 47 Documents
Design of the Educational Game Nusantara Adventure Nasrullah, Nasrullah
Gameology and Multimedia Expert Vol 2, No 2 (2025): Gameology and Multimedia Expert - April 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i2.21171

Abstract

Indonesia is an archipelagic country rich in culture, history, and biodiversity. However, the rapid advancement of globalization has led to a decline in cultural awareness among younger generations. Therefore, an innovative educational medium is needed to engage young learners in exploring Indonesia’s cultural heritage. This study aims to design and develop Nusantara Adventure, an educational game built using Construct 2, with a platformer adventure genre. This game integrates learning and entertainment through mini literacy features and interactions with Book and Guci icons, enabling players to gain insights into Indonesian culture and test their understanding through in-game questions. The development method used is the Game Development Life Cycle (GDLC), which consists of six stages: initiation, pre-production, production, testing, beta release, and release. The Waterfall model is applied, including requirement analysis, design, implementation, testing, and maintenance. The results of this study indicate that Nusantara Adventure is an effective learning tool with interactive gameplay and visually engaging elements, enhancing players’ understanding and appreciation of Indonesian culture. Future improvements may include additional levels and interactive features to further enrich the learning experience.
Development of an Educational Game Based on Picture Quiz as an Interactive Learning Medium Eldo, Handry; Najmi, Muazziss
Gameology and Multimedia Expert Vol 2, No 2 (2025): Gameology and Multimedia Expert - April 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i2.21156

Abstract

Educational games play a vital role in improving cognitive abilities and creativity in children and adults. This study discusses the development of a picture-based quiz game that integrates interactive learning elements with engaging visual challenges. The game, titled "Kuis Bergambar," allows players to answer quiz questions by first identifying images, fostering problem-solving skills and knowledge retention. Developed using the Game Development Life Cycle (GDLC), the game targets users aged 7-30 and is available on multiple platforms. Evaluation results show that this approach enhances engagement and cognitive performance compared to traditional quiz formats.
Introduction and Basic Calculation Guide Using Ayo Menghitung Application for Early Childhood Agusniar, Cut; Gemasih, Husna; Zubaedah, Reza
Gameology and Multimedia Expert Vol 2, No 2 (2025): Gameology and Multimedia Expert - April 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i2.21122

Abstract

The advancement of technology in education has enabled the development of various interactive applications that facilitate the learning process, particularly in basic mathematical calculations. The Ayo Menghitung application is designed as a gamification-based learning tool to help children understand the concepts of addition, subtraction, multiplication, division, and number comparison in a more engaging and interactive way. This application features a child-friendly interface and visually appealing elements to enhance user engagement in the learning process. This study aims to develop an educational application that improves children's arithmetic skills through game-based learning methods. The development process includes needs analysis, system design, implementation, and application effectiveness evaluation. The evaluation results indicate that the application successfully increases children's interest in mathematics and helps them understand fundamental arithmetic concepts more effectively. Thus, Ayo Menghitung serves as an innovative solution to support early childhood mathematics education.
Cover, Editorial Board, Acknowledgement and Table of Contents GAME, GAME
Gameology and Multimedia Expert Vol 2, No 2 (2025): Gameology and Multimedia Expert - April 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i2.21359

Abstract

Implementation of Game Design Document (GDD) in the Development of the 2D Android-Based Game Komodo Isle Retno, Sujacka
Gameology and Multimedia Expert Vol 2, No 2 (2025): Gameology and Multimedia Expert - April 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i2.21228

Abstract

Game development techniques have evolved in this technological era in line with the rapid advancement of technology. Considering the significant influence of technology today, where young children are already familiar with and proficient in operating technological devices such as mobile phones, this phenomenon can be leveraged for more positive purposes. One such approach is introducing Indonesian culture to children through game-based applications. This study presents an Android-based game application that features one of Indonesia's protected animals as the main character—the Komodo, which originates from the province of East Nusa Tenggara. The game development technique used in this study follows the Game Design Document (GDD) framework, which includes Core Loop, Core Mechanics, and Asset Design. This research aims to serve as a positive initiative to increase children's interest in Indonesian culture, ensuring that Indonesia's noble cultural heritage can be effectively conveyed to the younger generation in the digital era. Additionally, this study can serve as a reference for future research, particularly in game development techniques.
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