UI/UX Design of Educational Game for Earthquake Mitigation

Author(s):  
NM Anita Belinda ◽  
Linawati ◽  
Komang Oka Saputra
2020 ◽  
Vol 1 (2) ◽  
pp. 91-96
Author(s):  
Wiyogo

Abstrak: Alat permainan edukatif memiliki manfaat penting dalam perkembangan kognitif anak, keterampilan motorik, dan kebugaran anak. Desain dan pembuatan yang dilakukan di Laboratorium Pendidikan Teknik Mesin Universitas Palangka Raya perlu dianalisis untuk mengetahui sejauh mana alat ini berguna. Hal pertama yang harus dilakukan adalah mempelajari literatur dan kemudian mengidentifikasi variabel penelitian yang bertujuan mendapatkan gambaran tentang apa yang dibutuhkan pengguna. Dari hasil kuesioner awal, tiga variabel diperoleh, yaitu desain, permainan mudah, dan keamanan. Data penelitian lebih lanjut yang telah diperoleh dengan nilai indeks dari produk yang diperoleh adalah 94,83%.   Abstract: Educational game tools have important benefits in a child's cognitive development, motor skills, and children's fitness. The design and manufacturing done at the Mechanical Engineering Education Laboratory of Palangka Raya University needs to be analyzed to find out how far the tool is useful. The first thing to do is to study the literature and then identify research variables aimed at getting a picture of what the user needs. From the results of the initial questionnaire, three variables were obtained, namely design, easy game and safety. Further research data that have been obtained with an index value of the products obtained are 94.83%.


2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2020 ◽  
Vol 29 (4-5) ◽  
pp. 511-549 ◽  
Author(s):  
Betty Tärning ◽  
Yeon Joo Lee ◽  
Richard Andersson ◽  
Kristian Månsson ◽  
Agneta Gulz ◽  
...  

Author(s):  
Seth Y. Christensen ◽  
Joan Dickinson ◽  
Kristin Machac ◽  
Holly Cline
Keyword(s):  

2020 ◽  
pp. 1-1
Author(s):  
Pavan Kantharaju ◽  
Katelyn Alderfer ◽  
Jichen Zhu ◽  
Bruce Char ◽  
Brian Smith ◽  
...  

1986 ◽  
Vol 51 ◽  
pp. 15-17 ◽  
Author(s):  
Marcus D. Pohlmann

PurposeI wish to describe a role-playing simulation, as opposed to an educational game. A game normally has an elaborate set of rules and requires participants to function within the logic of its own reality. A role-playing simulation, on the other hand, allows the participants to maintain their own personalities and values as they interact within far more general roles and rules, creating a unique reality each time. The goal of this particular simulation is to overcome a public policy problem within a simulated political environment.


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