scholarly journals Designing Educational Game to Increase Environmental Awareness

Author(s):  
Sheila Nurul Huda ◽  
Muhammad Fadillah Ramadhan

Plastic is a versatile material that is inexpensive and has the characteristics of being lightweight, strong, durable, anti-corrosive, with high thermal and electrical insulation properties. Regardless of the positive impact on economic development, it brings negative impacts on the environment. The amount of plastic waste, that continues to increase, pollutes the environment and ocean chronically. There needs to be a change in people behavior and awareness to reduce the use of it. In fact, raising awareness of the environment from the dangers of plastic waste is not an easy matter, but if taught since childhood, good environmental awareness and habits will be formed. This research tried to raise awareness among elementary school children in Indonesia of the dangers of plastic waste through an educational game developed using the Game Development Life Cycle (GDLC). GDLC consists of six phases: initiation, pre-production, production, testing, beta, and release. Strategy genre was chosen for engaging gameplay. Environmental awareness and knowledge on the danger of plastic waste were given integrally through storylines, gameplay, goals, and animated cutscenes. The results of testing at the beta stage on the respondents showed that 71.11% of primary school student respondents gained environmental knowledge.

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.


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


Author(s):  
Zainab Othman ◽  
Nurul Hidayah Mat Zain ◽  
Ismassabah Ismail ◽  
Sharifah Affandi ◽  
Nor Azida Mohamed Noh ◽  
...  

<span>The purpose of this study was to evaluate the effectiveness of using an educational game application among driving school students on their understanding of driving rules and regulations. The application was developed and named as An Educational Game on the Theories of Driver Education Curriculum (DEC) to help students improve their visualization, understanding and memorization of the theories of driving rules and regulations as well as to be more prepared before taking the driving theory test. A preliminary study was conducted and it indicated that students had a hard time in visualizing, understanding and memorizing the theories of driving. The Game Development Life Cycle (GDLC) was implemented as a methodology to develop the DEC application which consists of initiation, pre-production, production, testing, beta, and release phases. The effectiveness of the DEC application was measured by Game-Based Learning Evaluation Model (GEM). The findings indicated that educational game helped students to visualize, memorize and understand the theories of driving easily.</span>


2021 ◽  
Vol 2 (2) ◽  
pp. 103-111
Author(s):  
Raden Muhammad Mirza Prasetyo ◽  
Hadi Syaputra ◽  
Widya Cholil ◽  
Siti Sauda

Technology is growing with the times, relentlessly and constantly moving forward to make new breakthroughs in all aspects of life. The IEA report in the Study of Reading Literacy states that the ability of elementary school children in Indonesia is very low. Of the 31 countries studied, Indonesia was ranked 30th. Based on the explanation of the background above, the researchers formulated the problem in this study, namely how to design and build an Android-based educational game with unity using the Game development life cycle (GDLC). This research was conducted in August 2021 in 9/10 Ulu Village, Plaju District, Palembang with a sample of 10 children. The research method uses Action Research and application development methods use GDLC. The results of testing the game system with blackbox that can be operated smoothly and for the results of testing the feasibility of games with the results of 84.6% in the appropriate category, the results of development with Unity and GDLC succeeded in creating learning media based on android games quite well.


Land ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 560
Author(s):  
Arjan S. Gosal ◽  
Janine A. McMahon ◽  
Katharine M. Bowgen ◽  
Catherine H. Hoppe ◽  
Guy Ziv

Protected areas worldwide receive billions of visitors annually. The positive impact of nature on health and wellbeing, in addition to providing opportunities for cultural activities such as recreation and aesthetic appreciation, is well documented. Management to reduce negative impacts to biodiversity and conservation aims whilst providing amenities and access to visitors is important. Understanding environmental awareness of visitors and their on-site spatial patterns can assist in making effective management decisions within often constrained resources. However, there is a lack of strategies for site-specific identification and predictive mapping of visitors by environmental awareness. Here, we demonstrate a method to map on-site visitation by latent groups of visitors based on their environmental awareness of on-site issues. On-site surveys and participatory mapping were used to collect data on environmental awareness on bird nesting and spatial visitation patterns in an upland moor in northern England. Latent class analysis (LCA), a structural equation model, was used to discover underlying groups of environmental awareness, with random forest (RF) modelling, a machine learning technique, using a range of on-site predictors (bioclimatic, land cover, elevation, viewshed, and proximity to paths and freshwater) to predict and map visitation across the site by each group. Visitors were segmented into ‘aware’ and ‘ambiguous’ groups and their potential spatial visitation patterns mapped. Our results demonstrate the ability to uncover groups of users by environmental awareness and map their potential visitation across a site using a variety of on-site predictors. Spatial understanding of the movement patterns of differently environmentally aware groups of visitors can assist in efficient targeting of conservation education endeavours (i.e., signage, positioning of staff, monitoring programmes, etc.), therefore maximising their efficacy. Furthermore, we anticipate this method will be of importance to environmental managers and educators when deploying limited resources.


2021 ◽  
Vol 1 (1) ◽  
pp. 1-8
Author(s):  
Ahmad Yani ◽  
Irhamni Nuhardin ◽  
Mimin Septiani ◽  
Fitria Fitria ◽  
Irianto Irianto ◽  
...  

Plastic waste is a type of inorganic waste that is difficult to decompose in soil and water. Plastic waste is usually only piled up and disposed of, causing various kinds of negative impacts. One of the efforts to tackle plastic waste in Bontang City is to create a tool that can convert plastic waste into fuel oil. The purpose of this community service is to provide an understanding to the community (students) regarding the dangers of plastic waste to the environment and to provide knowledge to the public about how to process plastic waste into fuel oil using practical and inexpensive pyrolysis technology. The method of implementing this community service activity is in the form of counseling and training. The results of this community service received a very good response from students and teachers. This response can be seen from the enthusiasm of the participants when carrying out the practice of processing plastic waste into fuel oil. The conclusion of this community service has a very positive impact on the processing of plastic waste into fuel oil and changes the habits of the Bontang people, which initially only disposed of plastic waste, then utilized it so that it had economic value.


2020 ◽  
Vol 26 (2) ◽  
pp. 65
Author(s):  
Ita Emilia ◽  
Andi Arif Setiawan ◽  
Yunita Panca Putri ◽  
Marmaini Marmaini ◽  
Dewi Rosanti ◽  
...  

Penggunaan zat aditif pada makanan yang tidak bijaksana dapat menimbulkan berbagai masalah kesehatan, antara lain alergi, radang tenggorokan, keracunan, kelainan pertumbuhan, bahkan dapat menimbulkan kematian. Sehubungan dengan hal tersebut, untuk mengurangi dampak negatif yang ditimbulkan dari pemakaian zat aditif makanan perlu mendapat perhatian dari insan akademis dari perguruan tinggi untuk menyampaikan penyuluhan mengenai pengenalan zat aditif pada makanan dan dampaknya terhadap kesehatan terutama pada siswa dan siswi SMA Negeri 1 Belimbing Muara Enim Provinsi Sumatera Selatan. Kegiatan ini secara keseluruhan dapat dikatakan berjalan baik dan berhasil, dilihat dari antusias siswa-siswa dalam memberikan pertanyaan, ketercapaian target jumlah peserta penyuluhan (100%), dan kemampuan siswa-siswi dalam menjawab dengan benar lembar pertanyaan (86,6%). Hal ini menunjukkan bahwa dengan adanya kegiatan ini memberikan dampak positif kepada siswa-siswi dalam memberikan informasi dan menumbuhkan kesadaran mengenai dampak negatif dari mengkonsumsi makanan atau jajanan di sekolah yang mengandung zat aditif makanan.Kata kunci: Zat Aditif; Makanan; Dampak Kesehatan.AbstractThe use of additives in foods that are not wise can cause various health problems, including allergies, strep throat, poisoning, growth abnormalities, can even cause death. In connection with this, to reduce the negative impacts arising from the use of food additives need attention from academic people from universities to delivered counseling about the introduction of additives in food and their impact on health, especially for students of SMA Negeri 1 Belimbing Muara Enim, South Sumatra Province. This activity as a whole can be said to work well and successfully, seen from the enthusiasm of students in giving questions, the target number of extension participants (100%), and the ability of students to correctly answer the question sheets (86.6%). This shows that the existence of this activity has a positive impact on students in providing information and raising awareness about negative effects of consuming food or snacks in schools that contain food additives.Keywords: Additives; Food; Health Effects. 


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


Author(s):  
Andreas Andrie DJATMIKO

Community Service is one of the programs that are needed by the community today. This is done as an effort to respond to the needs of the community and is real program and realistic, especially in the fields of education, social, economic and cultural. Community Service Program is a program that is learning, studying and serving that is realized in the form of introduction and appreciation of community development through the clarity of planned change programs and problem solving methods regarding the ability to choose and use the right skills. A big nation is a nation that wants to respect its culture. Indonesia has a diversity of cultures that are characteristic and assets of the Indonesian nation. But most of the younger generation has forgotten a lot of the culture of the nation. The tendency of the younger generation now prefers outside cultures and many younger generations are less able to sort out most of which have negative impacts rather than a positive impact on themselves and others as well as the environment. There is a need for character education so that the younger generation can be relied upon in the future according to the nation's culture, such as being responsible for mutual cooperation, mutual assistance and good manners. Reog Kendhang's art proves that local culture can increase the sense of community nationalism and be able to become social controls so as not to fall into bad lifestyle. The formation of a national culture that can truly reunite all components of the nation's culture, therefore it is necessary to have a deeper introduction to history and cultural heritage in search of the identity of a pluralistic Indonesian society.


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