ANDROID-BASED EDUCATIONAL GAME: RECOGNITION OF PAPUA ENDEMIC ANIMALS

  • Kristia Yuliawan Program Studi Informatika, STMIK Pesat Nabire Papua, Indonesia
  • Gunawan Prayitno Program Studi Informatika, STMIK Pesat Nabire Papua, Indonesia
  • Sutarto Wijono Fakultas Psikologi, Universitas Kristen Satya Wacana, Indonesia
  • Sri Yulianto Joko Prasetyo Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana, Indonesia
  • Suryasatriya Trihandaru Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana, Indonesia
Keywords: Agile Development, Black Box Testing, Educational Games, Learning, Papua endemic animals

Abstract

Papua is the largest island in Indonesia; several animals are included in the endemic group. These animals are only found in certain areas and not in other areas. To study the endemic animals of Papua, children can explore them through books that display pictures of endemic animals in Papua. Children often experience difficulties learning from books taught by teachers and parents caused by children who are less enthusiastic about participating in learning. Another problem is that learning about Papua's endemic animals through books is impractical and inefficient because thick books provide a heavy burden for children to carry. Hence, children are reluctant to study them. With educational games, media is a medium that can be used by children so that it is easy to give lessons about the endemic animals of Papua. This educational game increases efficiency and effectiveness in terms of the learning process at home and school. Learning this educational game can be done anywhere at any time so that children can learn about Papua's endemic animals innovatively and efficiently. The method used in making this educational game introducing Papua's endemic animals uses the Agile Development method. Based on testing the educational game application using the black box method, it was found that this educational game was following what was expected because there were no errors found in the menu on the system, so it worked properly.

Downloads

Download data is not yet available.

References

Windawati, Ririn, and H. D.Koeswanti,. “Pengembangan Game Edukasi Berbasis Android Untuk Meningkatkan Hassil Belajar Siswa Di Sekolah Dasar.” Jurnal Basicedu vol. 5, no. 2, pp. 1027–38, 2021.

H. P.S. Muttaqin, Sariyasa, and N.K. Suarni. “Pengembangan Media Pembelajaran Interaktif Berbasis Android Pada Mata Pelajaran Ipa Pokok Bahasan Perkembangbiakan Hewan Untuk Siswa Kelas Vi Sd.” Jurnal Teknologi Pembelajaran Indonesia, vol. 11, no. 1, pp. 1–15. 2021

E. W. Puspitarini, D. W. Putra, A. Prasita Nugroho,. “Game Edukasi Berbasis Android Sebagai Media Pembelajaran Untuk Anak Usia Dini.” J I M P - Jurnal Informatika Merdeka Pasuruan, vol. 1, no. 1, pp. 46–58, 2016

E. Handriyanti, Computer-Based Educational Games for Elementary School Students, 2009

Sommerville, Ian. Software Engineering (Software Engineering) . Jakarta: Erlangga. 2011

Damayanti, M. F. Akbar, and H. Sulistiani. "Educational Game Recognition of Rare Animals Based on Android Using Construct 2." Journal of Information Technology and Computer Science vol. 7, no. 2, pp. 275 2020

Candra, Doli, and V. Karnadi. “Perancangan Game Edukasi Pengenalan Pengelompokan Hewan Berdasarkan Makanan Berbasis Android.” Jurnal Comasie, vol. 03, pp. 1–8, 2020

K. M. Haryana, “Penerapan Agile Development Methods Dengan Framework Scrum Pada Perancangan Perangkat Lunak Kehadiran Rapat Umum Berbasis Qr-Code.” Jurnal Computech & Bisnis, vol. 13, no. pp. 270–79, 2019

A.Yadanur, dkk., Pengembangan Sistem Informasi Administrasi Pemeriksaan Pasien Di Instalasi Radiologi Rsud Kajen Dengan Unified Process. Semarang: Universitas Diponegoro, Vol .2, 2012

Suendri, “Implementasi Diagram UML (Unified Modelling Language) Pada Perancangan Sistem Informasi Remunerasi Dosen Dengan Database Oracle (Studi Kasus: UIN Sumatera Utara Medan).” Jurnal Ilmu Komputer dan Informatika, vol. 3, no. 1, pp.1–9, 2018 http://jurnal.uinsu.ac.id/index.php/algoritma/article/download/3148/1871.

Manalu, M. Rofendy, “Implementasi Sistem Informasi Penyewaan Mobil Pada Cv. Btn Padang Bulan Dengan Metode Waterfall.” Manajemen dan Informatika Komputer Pelita Nusantara vol. 18, no. 2, pp. 34–43, 2015

Julianto, Simatupang, and S. Setiawan, “Designing a Bus Ticket Booking Information System at Po. Online-Based Handoyo.”, vol. 3, no. 2, pp. 11–25, 2019 https://journal.amikmahaputra.ac.id/index.php/JIT/article/view/56/48

Tabrani, Muhammad, Suhardi, and H. Priyandaru, "Website-Based Management Information System at UNL Studio Using the Codeigniter Framework." M-Progress Scientific Journal, vol. 11, no. 1, pp. 13–21, 2021

Ningrum, F. Cahya et al., “Pengujian Black Box Pada Aplikasi Sistem Seleksi Sales Terbaik Menggunakan Teknik Equivalence Partitions.” Jurnal Informatika Universitas Pamulang, vol. 4, no. 4, p. 125, 2019

A. Latif, "CRYPTOGRAPHY IMPLEMENTATION USING STANDARD ADVANCED ENCRYPTION (AES) METHOD FOR TEXT DATA SECURITY." Mustek Anim Ha, vol. 3, no. 1, pp. 1–15, 2015.

R, Wahyudi, E. Utami, Arief, "MR Expert System of E-Tourism at the DIY Tourism Office Using the Forward Chaining Method", vol. 17, no. 2, pp. 67–75. 2016

Published
2022-08-20
How to Cite
[1]
K. Yuliawan, G. Prayitno, S. Wijono, S. Y. Joko Prasetyo, and S. Trihandaru, “ANDROID-BASED EDUCATIONAL GAME: RECOGNITION OF PAPUA ENDEMIC ANIMALS”, J. Tek. Inform. (JUTIF), vol. 3, no. 4, pp. 889-896, Aug. 2022.