Game Edukasi Pengenalan Hewan Endemik Pulau Kalimantan Berbasis Android Menggunakan Construct 2
DOI:
https://doi.org/10.33020/saintekom.v14i2.409Keywords:
Android, Construct 2, educational games, endemic animalsAbstract
The purpose of this research is to make an Android-based educational game to introduce endemic animals to the island of Borneo using Construct 2, the results of which can be useful for the community to increase knowledge about endemic animals on the island of Borneo. This educational game has a game of arranging animal name letters and multiple choice questions which are expected to hone the user's memory of endemic animals on the island of Borneo. The method used in this research is the Multimedia Development Life Cycle (MDLC) method are concept, design, material collecting, assembly, testing, and distribution. In this study, Black Box Testing was carried out and the result was that the game system ran well and its functionality could work smoothly. Based on the results of the questionnaire which was filled in by 30 respondents, the Endemic Animals of Kalimantan game was in the interval of strongly agreeing with the questionnaire and application category with a percentage of 85.42%, which means that the Endemic Animals of Kalimantan game is in demand by the public.
Downloads
References
Alfajri, I., Faizah, N. M., & Pratiniyata, R. R. (2023). Aplikasi Sistem Persediaan Barang Gudang PT. Berkah Pena Ilmu Menggunakan Android Studio Dan Metode Rapid Application Development (RAD). Jurnal Indonesia : Manajemen Informatika dan Komunikasi, 4(1), 15-23. https://doi.org/https://doi.org/10.35870/jimik.v4i1.106
Binanto, I. (2010). Multimedia Digital - Dasar Teori dan Pengembangannya. Yogyakarta: Penerbit Andi.
Dewi , I. G., & Ganing, N. N. (2022). Multimedia Interaktif Berbasis Game Edukasi Dua Dimensi Pada Muatan Bahasa Inggris Materi Pengenalan Kosa Kata. Jurnal Penelitian dan Pengembangan Pendidikan , 6(1), 81-87. https://doi.org/https://doi.org/10.23887/jppp.v6i1.45896
Dewi, I. G., & Ganing, N. N. (2022). Multimedia Interaktif Berbasis Game Edukasi Dua Dimensi Pada Muatan Bahasa Inggris Materi Pengenalan Kosa Kata. Jurnal Penelitian dan Pengembangan Pendidikan, 6, 81-87.
Florenza, Andreas, & Harnoko, I. (2021). Board Game Edukasi Pengenalan Fauna Endemik Kalimantan untuk Anak. Jurnal Rupaka, 4(1), 39-47. https://doi.org/https://doi.org/10.24912/rupaka.v4i1.16689
Gunawan, R. (2022). Rancang Bangun Game Edukasi Perhitungan Dasar Matematika Sekolah Dasar Kelas 3, 4 Dan 5 Menggunakan Construct 2. Jurnal Interkom: Jurnal Publikasi Ilmiah Bidang Teknologi Informasi dan Komunikasi, 17(1), 1-15. https://doi.org/https://doi.org/10.35969/interkom.v17i1.96
Hardani, S., Nur Hikmatul Auliya, G., Helmina Andriani, M., Roushandy Asri Fardani, S., Jumari Ustiawaty, S., Evi Fatmi Utami, M., . . . Ria Rahmatul Istiqomah, M. (2020). Metode Penelitian Kualitatif & Kuantitatif. Yogyakarta: CV. Pustaka Ilmu.
Hermawati, G. R., Wiguna, I. P., & Nugraha, T. A. (2022). Proses Penciptaan Karya Seni Batik Lukis Harimau Jawa Di Sanggar Batik Leksa Ganesha. e-Proceeding of Art & Design, 9(2), 1354-1377.
Kurniawan, T. B. (2020). Perancangan Sistem Aplikasi Pemesanan Makanan Dan Minuman Pada Cafetaria No Coffe Di Tanjung Balai Karimun Menggunakan Bahasa Pemrograman PHP Dan MySQL. Jurnal TIKAR, 1(2), 192-206. https://doi.org/https://doi.org/10.51742/teknik_informatika.v1i2.153
Pahlevy, T., & Mardiana, C. (2021). Pengembangan Desain Mainan Kayu Edukasi untuk Anak Prasekolah Bertemakan Fauna Endemik Kalimantan. Jurnal Desain, 9(1), 92-103. https://doi.org/http://dx.doi.org/10.30998/jd.v9i1.10515
Pratama, E. B., Hendini, A., & Melda, A. (2020). Game Edukasi Smart Kids Berbasis Android. Jurnal Informatika Kaputama (JIK), 4(2), 132-140. https://doi.org/https://doi.org/10.59697/jik.v4i2.324
Rahma. (2021). 21 Hewan Endemik yang Tersebar di Kepulauan Indonesia. Retrieved from Gramedia: https://www.gramedia.com/literasi/hewan-endemik/
Ramadhan, B. R., Azis, M. K., & Wafa, M. K. (2023). Aplikasi SES Menggunakan Metode Single Exponential Smoothing Untuk Memprediksi Harga Terendah EUR/USD. Prosiding Seminar Nasional Teknologi dan Sains Tahun 2023, 2(1), 89-94. https://doi.org/https://doi.org/10.29407/stains.v2i1.2865
Saputro, D. D., Faizah, N., & Ginting, W. (2023). Aplikasi Perpustakaan di SMA YAPEMRI Depok. Design Jurnal, 1(1), 79-88. https://doi.org/https://doi.org/10.58477/dj.v1i1.60
Sinaga, D. B., Priyono, A., & Prabowo, D. P. (2021, Desember). Perancangan Iklan Layanan Masyarakat Pelestarian Burung Enggang Gading Sebagai Hewan Endemik Kalimantan Barat. Jurnal CITRAKARA, 4(3), 442-254. https://doi.org/https://doi.org/10.33633/ctr.v4i3.7598
Sugiyono. (2021). Metode Penelitian Kuantitatif, Kualitatif, dan R&D (3 ed.). Bandung: Alfabeta.
Susandarini, R., Purnomo, Sancayaningsih, R. P., Astuti, I. P., Sari, R., Irawati, Putra, Y. R. (2012). Flora dan fauna Kalimantan: Dokumentasi hasil tim peneliti ekspedisi khatulistiwa. Yogyakarta: Fakultas Biologi, Universitas Gadjah Mada.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Gt Irwan, Lili Rusdiana
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Copyright :
By submitting manuscripts to Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen, the author agrees with this policy. No specific document approval is required.
- The copyright in each article belongs to the author.
- Authors retain all their rights to the published work, not limited to the rights set forth in this page.
- Authors acknowledge that Saintekom Journal: Science, Technology, Computers and Management as the first to publish under the Creative Commons Attribution 4.0 International license (CC BY-SA).
- The author may submit the paper separately, arrange for non-exclusive distribution of the manuscript that has been published in this journal into other versions (e.g. sent to the author's institutional respository, publication into a book, etc.), by acknowledging that the manuscript has been first published Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen;
- The author warrants that the article is original, written by the named author, has not been previously published, contains no unlawful statements, does not infringe the rights of others, is subject to copyright exclusively held by the author.
- If the article is jointly prepared by more than one author, each author submitting the manuscript warrants that he or she has been authorized by all co-authors to agree to copyright and license notices (agreements) on their behalf, and agrees to inform co-authors of the terms of this policy. Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen will not be held liable for anything that may arise due to internal author disputes.
Lisensi :
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen is published under the terms of the Creative Commons Attribution 4.0 International License (CC BY-SA). This license permits anyone to:.
- Share - copy and redistribute this material in any form or format;
- Adaptation - modify, alter, and create derivatives of this material for any purpose.
- Attribution - you must give appropriate credit, include a link to the license, and state that changes have been made. You may do this in any appropriate manner, but it does not imply that the licensor endorses you or your use.
- Similar Sharing - If you modify, alter, or create a derivative of this material, you must distribute your contribution under the same license as the original material.
Most read articles by the same author(s)
- Lili Rusdiana, Sam'ani Sam'ani, Pemodelan K-Means Pada Penentuan Predikat Kelulusan Mahasiswa STMIK Palangka Raya , Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen: Vol. 6 No. 1 (2016): Maret 2016
- Lili Rusdiana, Veny Cahya Hardita, Algoritma K-Means dalam Pengelompokan Surat Keluar pada Program Studi Teknik Informatika STMIK Palangkaraya , Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen: Vol. 13 No. 1 (2023): March 2023