scholarly journals Perancangan Game Virus Survivor Untuk Pendidikan Kesehatan Dengan Metode Game Development Life Cycle

2019 ◽  
Vol 1 (2) ◽  
pp. 78-84
Author(s):  
Bagus Fikri Ananda ◽  
Ahmad Chusyairi

In urban areas found there are dirty so that the virus can develop and produce disease. To cope with the disease, an immune or immune system is needed. One prevention against viruses is by treatment in pill or other forms. Education about health about viruses is very much needed by the community, especially early childhood so that education can be interesting and interactive so it is made in the form of educational games. The purpose of this study is to provide health education to users to care about health, remind users of the importance of maintaining the health of viruses or microbes or the like where prevention is better than cure, avoiding dirty or dirty places, giving knowledge about places that are often occupied by viruses, and care about the environment by maintaining environmental cleanliness. The method used in this study is The Games Development Life Cycle. Buildbox is one of the tools used in making games that are user-friendly or easy to use. The virus survivor game explains about virus specialists who are required to pass dirty places in the city by avoiding viruses and obstacles that lead to the laboratory to make drugs in the form of pills to make the body become immune to the virus. The doctor must also collect coins in the form of DNA to open new characters to make them stronger. Power up to fight the virus in the form of an immune pill to make it immune to viruses, magnetic DNA pills to make it easier to get coins, and pills to eradicate the virus. The conclusion in this study is that the virus survivor game is an educational game to improve public health knowledge, especially early childhood so that the body is expected to have immunity to disease viruses.

2020 ◽  
Vol 1 (1) ◽  
pp. 13-24
Author(s):  
Moch. Kholil ◽  
Rafika Akhsani ◽  
Kristinanti Charisma

Abstrak Objektif. Game edukasi merupakan bentuk permainan yang dikemas untuk merangsang daya pikir manusia. Game edukasi dapat dijadikan salah cara untuk menarik perhatian dari seseorang supaya mau belajar tentang suatu hal dengan cara yang tidak membosankan atau belajar dengan cara yang menyenangkan. Sampah merupakan hasil sisa dari kegiatan manusia. Saat ini, banyak sampah yang berserakan terlihat disepanjang bantaran sungai. Hal ini menjadi salah satu masalah yang sangat berbahaya. Penanggulangan terhadap masalah sampah sudah sering dilakukan oleh pihak pemerintah maupun warga. Namun demikian, banyak juga warga yang belum bisa merubah kebiasaan membuang sampah di sembarang tempat. Penelitian ini bertujuan untuk merancang sebuah permainan yang diharapkan dapat membantu meningkatkan kesadaran masyarakat terkait pengelolaan sampah. Material and Metode. Pengembangan game menggunakan metode Game Development Life Cycle.  Dalam metode GDLC terdapat 5 tahapan yaitu mulai dari prototype, pre-production, production, beta, sampai dengan live. Hasil. Pengembangan game menghasilkan jenis game edukasi tentang pilah sampah. Hasil dari penelitian ini menunjukkan bahwa game edukasi pilah sampah yang telah diujikan kepada 50 responden meghasilkan nilai rata-rata tingkat kesenangan dalam bermain game sebesar 70%. Kesimpulan. Dengan mengacu pada metode Game Development Life Cycle (GDLC) dalam pengembangan game edukasi menjadi lebih terstruktur dari setiap tahapan yang dikerjakan.   Abstrak Objective. Educational game is a form of game that is equipped to think of human power. Educational games can be used as a way to attract the attention of someone who wants to learn about something in a way that cannot be done or learn in a fun way. Garbage is a residual product of human activities. At present, a lot of littering garbage can be seen along the riverbanks. This has become one of the most dangerous problems. Prevention of waste problems has often been done by the government or citizens. However, there are also many citizens who have not been able to change the habit of littering in any place. This research discusses game planning which is expected to help increase public awareness regarding waste management.. Materials and Methods. Game development uses the Game Development Life Cycle method. In the GDLC method there are 5 stages, starting from prototype, pre-production, production, beta, to live. Results. Game development generates types of educational games about waste sorting. The results of this study indicate that the educational waste sorting game that has been tested on 50 respondents produced an average value of pleasure in playing a game of 70%.. Conclusion. By referring to the Game Development Life Cycle (GDLC) method in the development of educational games, it becomes more structured from each stage undertaken..


2020 ◽  
Vol 11 (1) ◽  
pp. 36
Author(s):  
Raudya Enggar Randiani ◽  
Harya Bima Dirgantara

Abstract. This study aims to create an educational game for odd-even traffic rules in Jakarta on an android-based platform called "Tilang Ganjil Genap". This game was developed since there are still many traffic violations that occur in the society. One of the traffic violations that still often occurs is a traffic area violation on the odd-even rule in Jakarta. In fact, to handle this violation, traffic police are still lacking to raise the public awareness. Therefore, an educational game for traffic rules in odd-even areas was built using the Game Development Life Cycle (GDLC) method with stages consisting of initiation, pre-production, production, trial, beta and release. This "Tilang Ganjil Genap" educational game aims to convey information about even odd traffic rules to the public through interesting and fun learning media. Based on the user trial results, it is found that 100% (14 users) state that this game provides a knowledge understanding about odd-even traffic rules area regulation.Keywords: Educational Games, Game Development Life Cycle, Odd Even Rule, AndroidAbstrak: Penelitian ini bertujuan untuk membangun gim edukasi peraturan lalu lintas ganjil genap di Jakarta berbasis android yang diberi nama “Tilang Ganjil Genap”. Gim ini dikembangkan karena masih ada pelanggaran lalu lintas yang terjadi pada masyarakat. Salah satu pelanggaran lalu lintas yang masih sering terjadi adalah pelanggaran kawasan lalu lintas pada peraturan ganjil genap di Jakarta. Upaya polisi lalu lintas dalam penanganan pelanggaran ini masih kurang untuk menyadarkan masyarakat. Oleh karena itu, gim edukasi peraturan lalu lintas kawasan ganjil genap ini dibangun dengan metode Game Development Life Cycle (GDLC) dengan tahapan: inisiasi, pre-produksi, produksi, uji coba, beta dan rilis. Gim edukasi “Tilang Ganjil Genap” ini mempunyai tujuan untuk menyampaikan informasi mengenai peraturan lalu lintas ganjil genap kepada masyarakat melalui media pembelajaran yang menarik dan menyenangkan. Dari hasil uji coba pengguna didapatkan hasil bahwa 100% (14 pengguna) menyatakan bahwa gim ini memberikan pemahaman pengetahuan tentang peraturan kawasan lalu lintas ganjil genap.Kata Kunci: Gim Edukasi, Game Development Life Cycle, Peraturan Ganjil Genap, Android


2021 ◽  
Vol 3 (4) ◽  
pp. 332
Author(s):  
Hasmalena Lena ◽  
Rukiyah Rukiyah ◽  
Syafdaningsih Syafdaningsih ◽  
Mahyumi Rantina ◽  
Febriyanti Utami ◽  
...  

Alat Peraga/Permainan Edukatif (APE) bagi anak usia dini memegang peranan penting sebagai media stimulasi, pembelajaran dan permainan, sedangkan bagi guru merupakan sarana yang membantu dalam penyampaian pembelajaran. Pelatihan ini bertujuan agar guru PAUD dapat membuat APE serta untuk mengembangkan keterampilan-keterampilan guru dalam membuat inovasi dalam pembuatan APE untuk anak usia dini. Kegiatan ini dilakukan pada hari Sabtu, 8 Agustus 2020 secara online melalui aplikasi Zoom Meeting. Materi yang disampaikan meliputi, (1) Hakikat alat permainan edukatif, (2) Jenis-jenis APE, (3) Keterampilan pembuatan APE, (4) Langkah-langkah pembuatan APE, dan (5) Praktik pembuatan APE dalam proses pembelajaran sesuai karakteristik anak. Kegiatan pelatihan dilaksanakan melalui aplikasi zoom meeting dengan jumlah 36 orang peserta guru PAUD. Model kegiatan yaitu pendampingan dan metode kegiatan yang digunakan presentasi dan peragaan serta unjuk kerja. Berdasarkan hasil evaluasi terjadi peningkatanan pengetahuan guru-guru PAUD setelah pelatihan, hal ini ditunjukkan dengan hasil bahwa guru mampu membuat rancangan alat permainan edukatif, , guru mempu menerapkan alat permainan edukatif walapun dilakukan secara daring dan guru mampu mengimplementasikan kepada anak tentang alat permainan edukatif berbasis pendekatan saintifik. Teaching aids/educational games (APE) for early childhood play an important role as a medium of stimulation, learning and games, while for teachers, it is a tool that helps in learning delivery. This training aims to make PAUD teachers make APE and develop teaching skills in making innovations in making APE for early childhood. This activity was carried out on Saturday, August 8, 2020, online through the Zoom Meeting application. The materials presented include (1) The nature of educational game tools, (2) Types of APE, (3) Skills for making APE, (4) Steps for making APE, and (5) Practice of making APE in the learning process according to children's characteristics. . The training activities were carried out through the Zoom Meeting application with a total of 36 PAUD teacher participants. The activity model is mentoring and activity methods used by presentations and demonstrations as well as performance. Based on the evaluation results, there was an increase in the knowledge of PAUD teachers after training, and this was shown by the results that teachers were able to design educational game tools, teachers were able to apply educational game tools even though they were done online. Teachers were able to implement to children about scientific approach-based educational game tools.


Africa ◽  
1996 ◽  
Vol 66 (4) ◽  
pp. 555-586 ◽  
Author(s):  
René Devisch

In Kinshasa thousands of prophetical churches of the Holy Spirit, particularly those in the Koongo area, fill in the ethical gap left, according to the people, by the marginalisation of traditional authority in the city, as well as the failure of civilisationist ‘white’ models, such as the collapse of public health and education sectors, and the dissolution of the State party. Confronted with economic collapse and miserable conditions in urban areas, these charismatic healing churches deconstruct the colonial and missionary heritage that ‘invented Africa’ in a white mirror, and the evolutionist utopia relating to modern progress. The dogmatic use that they make of biblical texts, their immoderate liturgy, and above all their ostentatious healing rituals parody and ridicule people's experience of post-colonial state constraints, the dichotomisation of the society operated by Christian conversion, and postcolonial mirrors opposing modernity and reactionary tradition, Christian values and pagan life. Healing churches deconstruct the daily seduction of the town folk by hedonistic ideals of capitalist consumption and Northern television channels which control the world. The Holy Spirit, as a substitute for the ancestral spirit, expresses itself in an heterodox manner and with multiple voices in the shape of glossolalia, dreams, and trance. During these very intense celebrations these communities, through the spirit, remobilise and, in particular, reinforce interpersonal links woven through the care of the body and from the mother within the matrifocal community or the matri-centered villagisation operating in the city. Here, in the daily quest for survival, people reassert their sense of criticism and community in the face of the fragments of state and tribal structures as well as their desire for moral integrity and sharing. And, above all, in this process of villagisation, healing churches recycle as symbolic capital the so-called forces of western imperialism, and particularly those which come from written material and electronics: the Bible, money, television, and satellite communication.


2020 ◽  
Vol 4 (01) ◽  

In stimulating a child's motor development, both fine and gross motor skills can use games. Games in learning for children can also foster pleasure, happiness and develop social behavior. Research on the "Educational Traditional Game" Mpaá Ncimi "as a Method for Improving Motor Skills and Social Behavior for Children in An-Nur Kindergarten PGRI Bima City" aims to: (1) Grow and appreciate again traditional games in general, especially in the City of Bima ; (2) Creating a learning method for teachers; (3) Developing motor skills and social behavior in early childhood. This research uses a descriptive qualitative approach. Data collection techniques used are, observation, interview and documentation. The conclusion of this study is that traditional educational games that are applied can provide stimulus or stimulation for motor skills and social behavior of children.


2020 ◽  
Vol 4 (1) ◽  
pp. 37-49
Author(s):  
Ida Widaningrum ◽  
Hardi Prasetiyo ◽  
Indah Puji Astuti

Educational games can be used as an effective learning method, especially for children, because children can gain knowledge in a fun way. Here the game is designed for young children to practice arithmetic and knowledge to separate organic and inorganic wastes. This game is based on Android using Construct 2 software, design using UML and Game Development Life Cycle (GDLC). At the end of the manufacturing process, software tests or tests consist of unit tests, integration tests and system tests. From the test results, the game "Math & Trash" can be run on several versions of Android with a variety of different screen sizes. The educational game "Math & Trash" is expected to have a positive impact on children on the importance of math subjects and the importance of protecting the surrounding environment.


2021 ◽  
Vol 4 (1) ◽  
pp. 30
Author(s):  
Sanatang Sanatang ◽  
Muhammad Fajar B

Penelitian bertujuan untuk membuat sistem tes interaktif berbasis computerized adaptive testing (CAT). Penelitian ini merupakan jenis penelitian pengembangan perangkat lunak (software development) dengan menggunakan metode SDLC (Systems Development Life Cycle) dan menggunakan model Waterfall. Hasil dari penelitian ini adalah sebuah sistem tes interaktif berbasis computerized adaptive testing (CAT) yang dapat digunakan pada lembaga Testing Centre untuk mengefektifkan dan mengefisienkan kinerja lembaga Testing Centre dalam pelaksanaan tes adaptif berbasis komputer. Tanggapan responden admin terhadap aspek kemudahan administrasi/pengelolaan sistem memberikan hasil rata-rata dengan persentase 95% sehingga termasuk kategori sangat baik, dan tanggapan responden testee terhadap aspek user friendly sistem meberikan hasil rata-rata dengan persentase 89% sehingga termasuk dalam kategori sangat baik. Sistem adaptive testing yang dibangun mampu mengukur tingkat kemampuan peserta dengan berdasar pada teori respon butir dua parameter logistik.


2019 ◽  
Vol 1 (1) ◽  
pp. 102-113
Author(s):  
Angga Saputra

This article is entitled: Permanan Educative Early Childhood. With the aim is to know educational games for early childhood. Educational games for early childhood, playing is one of the words that are quite familiar to our ears, especially if we become a teacher, especially for PAUD teachers. Game tools are all tools used by children to fulfill their instincts of play. The game tools in question are for example soccer ballsfrom plastic cars, calluses, pistols, puppets, imitation of cooking tools and so on. So the educational game tool is all the game tools that children useto fulfill their instincts of play. So early childhood educational games are games that can meet the needs of children’s play instincts.


2018 ◽  
Vol 8 (2) ◽  
pp. 27
Author(s):  
Irawan Afrianto ◽  
Rifan Muhammad Furqon

Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.


2021 ◽  
Vol 9 (4) ◽  
pp. 456-466
Author(s):  
Eyus Sudihartinih ◽  
Sekar Wilujeng ◽  
Dewi Rachmatin

The purpose of this study was to describe the results of research on the design of Scratch-based learning media on the topic of the Greatest Commonwealth Factor (FPB). This study uses the Multimedia Development Life Cycle (MDLC) development model through six stages, namely concept, design, collecting, assembly, testing, and distribution. Furthermore, to find out the student's response to the media that has been designed so that a research instrument is used in the form of a questionnaire via Google Form and given in 2021. Research participants are students at one of the junior high schools in the city of Bekasi, West Java. Based on the results of the study, it is known that the learning media for the topic of FPB mathematics can be well designed through the MDLC development model through six stages. In addition, it is known that the student's response to the media that has been designed is positive. Thus the need for further research including game design on different topics.


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