Mobile Educational Game of Animal Guess in Android Platform

Angga Aditya Permana, Analekta Tiara Perdana, Yanuardi Eka Ramadhan

Abstract


The purpose of this research is to create educative digital learning media, easy to understand by children using the waterfall method, educational games guessing animal names with various categories of animals, which can display animal images, animal sounds and animal animations. All designs in the educational game guess the name of the animal

Full Text:

PDF

References


Damayanti, D., Akbar, M. F., & Sulistiani, H. (2020). Game Edukasi Pengenalan Hewan Langka Berbasis Android Menggunakan Construct 2. Jurnal Teknologi Informasi Dan Ilmu Komputer, 7(2), 275. https://doi.org/10.25126/jtiik.2020721671

Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers and Education, 49(3), 873–890. https://doi.org/10.1016/j.compedu.2005.11.026

Erri Wahyu Puspitarini, D. W. P. A. P. N. (2016). Game Edukasi Berbasis Android Sebagai Media Pembelajaran Untuk Anak Usia Dini. J I M P - Jurnal Informatika Merdeka Pasuruan, 1(1), 46–58. https://doi.org/10.37438/jimp.v1i1.7

Istiono, W., Hijrah, & P, N. N. (2019). Education Games To Learn Basic Algorithm With Near Isometric Projection Method. International Journal of Advanced Studies in Computer Science & Engineering IJASCSE, 8(7), 5. http://arxiv.org/abs/2005.13225%0Ahttp://dx.doi.org/10.31227/osf.io/yuzn7

Li, M. C., & Tsai, C. C. (2013). Game-Based Learning in Science Education: A Review of Relevant Research. Journal of Science Education and Technology, 22(6), 877–898. https://doi.org/10.1007/s10956-013-9436-x

Melero, J., & Hernandez-Leo, D. (2014). A model for the design of puzzle-based games including virtual and physical objects. Educational Technology and Society, 17(3), 192–207.

Moreno-Ger, P., Burgos, D., Martínez-Ortiz, I., Sierra, J. L., & Fernández-Manjón, B. (2008). Educational game design for online education. Computers in Human Behavior, 24(6), 2530–2540. https://doi.org/10.1016/j.chb.2008.03.012

Nuqisari, R., & Sudarmilah, E. (2019). Pembuatan Game Edukasi Tata Surya dengan Construct 2 berbasis Android. Emitor: Jurnal Teknik Elektro, 19(2), 86–92. https://doi.org/10.23917/emitor.v19i2.7987

Nurnaningsih, D., Permana, A. A., Ramadhina, S., & Rodoni, A. (2020). Designing shiyam application: An android-based fasting reminder. International Conference on Electrical Engineering, Computer Science and Informatics (EECSI), 2020-Octob(October), 60–64. https://doi.org/10.23919/EECSI50503.2020.9251891

Pratama, L. D., Lestari, W., & Bahauddin, A. (2019). Game Edukasi: Apakah membuat belajar lebih menarik? At- Ta’lim : Jurnal Pendidikan, 5(1), 39–50. https://doi.org/10.36835/attalim.v5i1.64

Sampurna, J., Istiono, W., & Suryadibrata, A. (2021). Virtual Reality Game for Introducing Pencak Silat. International Journal of Interactive Mobile Technologies, 15(1), 199–207. https://doi.org/10.3991/IJIM.V15I01.17679

Virvou, M., & Papadimitriou, S. (2016). Playing, learning, extending: Educational “guess Who” game that is renewable by a teacher. IISA 2015 - 6th International Conference on Information, Intelligence, Systems and Applications, October. https://doi.org/10.1109/IISA.2015.7388011

Vitianingsih, A. V. (2017). Game Edukasi Sebagai Media Pembelajaran Pendidikan Anak Usia Dini. Inform : Jurnal Ilmiah Bidang Teknologi Informasi Dan Komunikasi, 1(1). https://doi.org/10.25139/inform.v1i1.220

Wiro Sasmito, G. (2017). Penerapan Metode Waterfall Pada Desain Sistem Informasi Geografis Industri Kabupaten Tegal. Jurnal Informatika:Jurnal Pengembangan IT (JPIT), 2(1), 6–12.




DOI: http://dx.doi.org/10.31000/jika.v6i3.6811

Article Metrics

Abstract - 440 PDF - 418

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

INDEX BY :