scholarly journals Pendampingan Pembuatan Produk Video Game Dengan Construct 3 pada Siswa Sekolah Tingkat Menengah Atas

Author(s):  
Laurentius Kuncoro Probo Saputra ◽  
Danny Sebastian ◽  
Kristian Adi Nugraha ◽  
Matahari Bhakti Nendya ◽  
Kadek Dendy Senapartha
Keyword(s):  

Situasi pandemi Covid-19 mengharuskan seluruh siswa sekolah melaksanakan pembelajaran secara daring. Suasana jenuh kerap dirasakan oleh siswa karena keterbatasan interaksi yang dapat mereka lakukan. Sebagai media untuk menghalau rasa jenuh, para siswa suka memainkan permainan video yang ada pada gawai mereka. Permainan video dapat memberikan hiburan sekaligus memiliki dampak yang baik untuk tingkat kreativitas dan logika berpikir seseorang. Perkembangan kreativitas dan logika dapat lebih terasah jika seseorang mampu merancang dan membuat game itu sendiri. Kegiatan pengabdian ini mengajak para siswa untuk dapat berproses dalam membuat video game sendiri. Pembuatan video game ini menggunakan game platform dari Construct 3. Peserta pendampingan berjumlah 5 orang berasal dari 3 SMA di Yogyakarta. Proses pendampingan dilakukan secara intensif selama 2 bulan. Hasil yang didapat dari pendampingan ini berupa 4 buah game yang berhasil dibuat oleh setiap peserta. Game yang dihasilkan juga telah diunggah pada layanan Google Play dan telah terdaftar pada karya cipta sebagai kekayaan intelektual. Hasil evaluasi kegiatan pendampingan ini memperlihatkan bahwa proses pembuatan permainan video dengan Construct 3 memberikan banyak manfaat bagi para siswa dalam hal pengembangan kreativitas dan logika berpikir mereka.

2013 ◽  
Vol 19 (4) ◽  
pp. 298-304 ◽  
Author(s):  
Glenna A. Dowling ◽  
Robert Hone ◽  
Charles Brown ◽  
Judy Mastick ◽  
Marsha Melnick

2021 ◽  
Author(s):  
Yichen Liu ◽  
Jonathan Sahagun ◽  
Yu Sun

As our world becomes more globalized, learning new languages will be an essential skill to communicate across countries and cultures and as a means to create better opportunities for oneself [4]. This holds especially true for the English language [5]. Since the rise of smartphones, there have been many apps created to teach new languages such as Babbel and Duolingo that have made learning new languages cheap and approachable by allowing users to practice briefly whenever they have a free moment for. This is where we believe those apps fail. These apps do not capture the interest or attention of the user’s for long enough for them to meaningfully learn. Our approach is to make a video game that immerses our player in a world where they get to practice English verbally with NPCs and engage with them in scenarios they may encounter in the real world [6]. Our approach will include using chatbot AI to engage our users in realistic natural conversation while using speech to text technology such that our user will practice speaking English [7].


2008 ◽  
Vol 54 (4) ◽  
pp. 1819-1824 ◽  
Author(s):  
Doo-Seop Eom ◽  
Taeyoung Kim ◽  
Hyunho Jee ◽  
Hyoil Lee ◽  
Junghyun Han

Technology nowadays are vastly growing and by that the number of virus are also increasing each day. There were 60,000 known viruses, Trojans, worms, and variations and today there are well over 100,000 known computer viruses. In addition, studies and researches show that a computer connected to the Internet may experience an attack every 39 seconds. The purpose of this research is promote the importance of computer viruses using computer game platform. In Malaysia, there are still less effort of using new media on preventing computer virus and Malaysian society are still lacking of knowledge and awareness on how to avoid their computer from getting occurrence or harmed by virus. Furthermore, this research will also assess the efficiency of the 3D game prototype among selected respondents.


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