Design and Building A 2D Game as Educational Media for The Babad Pasirluhur Folklore Using Construct 3

Main Article Content

Virginawan Alessandro Chevin
Dimas Fanny Hebrasianto Permadi

Abstract

Folklore can also be called a part of Indonesian culture that tells about entertainment, history and culture from a region in Indonesia. Indonesian folklore has educational value and cultural elements that can be studied. One way of learning about folklore can be implemented through games. Games can be used as an educational media because apart from producing information they can also be entertainment for those who play them. Based on the background, we have conducted interviews with teachers at Public Elementary School 2 Purwokerto Lor and obtained results regarding the need for media to introduce folklore. In this elementary school, the folklore about Babad Pasirluhur is not yet understood by students. So we propose to design a 2D game as an educational media for the Babad Pasirluhur folklore implemented into adventure genre. Therefore, the aim of this research is to design an educational adventure game for the Babad Pasirluhur folklore using the Game Development Life Cycle (GDLC) method. This game was build using the Construct 3 game engine because suitable for simple adventure game. The resutls obtained were that black box method functional with a success score of 100% from 5 testers. Meanwhile, the UAT test obtained results of 84,7% from 33 grade 4 students at Public Elementary School 2 Purwokerto Lor. The UAT test results stated that it was included in the “strongly agree” category. These results have been tested using the normality test and one sample t-test and the concluesion is that H0 is rejected and H1 is accepted. So the results of this game can be accepted as a learning media for the Babad Pasirluhur folklore by grade 4 students at Public Elementary School 2 Purwokerto Lor. Suggestions for further development are needed to improve the design to suit the character of grade 4 students based on the results of the UAT testing on the design section which got the lowest score is 84%.

Article Details

How to Cite
Chevin, V., & Permadi, D. (2024). Design and Building A 2D Game as Educational Media for The Babad Pasirluhur Folklore Using Construct 3. Journal of Informatics Information System Software Engineering and Applications (INISTA), 7(1), 1-12. https://doi.org/10.20895/inista.v7i1.1459
Section
Articles

References

[1] A.N. Faddillah and A. Purwanto, “Rancang Bangun Game 2D ‘Lost (Landmark Of Sampit)’ Berbasis Android,” JSI: Jurnal Sistem Informasi (E-Journal), vol. 13, no. 1, pp.2255-2264, 2021.
[2] A. Chusyairi, J. S. L. Wibowo, and A. K. Winata, “Game Gandrung Stories Untuk Edukasi Kebudayaan Menggunakan Metode GDLC,” JASIKA, vol. 1, no. 1, pp. 67-75, 2020.
[3] C. D. Irawan, D. J. Mamahit, and A. M. Sambul, “Pembuatan Game Simulasi Kewirausahaan untuk Profesi Petani,” Jurnal Teknik Informatika, vol. 14, no. 1, pp. 53-62, 2019.
[4] D. Tresnawati and I. Setyawan, “Rancang Bangun Game Bergenre Role Playing Game Cerita Rakyat Sangkuriang, “ Jurnal Algoritma, vol. 18, no. 1, pp. 231-236, 2021.
[5] R. Janata, A. T. Priandika, and R. D. Gunawan, “PENGEMBANGAN GAME PETUALANGAN EDUKASI PENGENALAN SATWA DILINDUNGI DI INDONESIA MENGGUNAKAN CONSTRUCT 2,” Jurnal Informatika dan Rekayasa Perangkat Lunak (JATIKA), vol. 3, no. 3, pp. 286-294, 2022.
[6] Y. Y. Merdiyatna, “STRUKTUR, KONTEKS, DAN FUNGSI CERITA RAKYAT KARANGMULYAN,” Jurnal Salaka, vol. 1, no. 2, pp. 38-45, 2019.
[7] W. D. Aulianti, S. A. Karim, and M. Riska, “Pengembangan Game Pendidikan Anti Korupsi Berbasis Android, “ Jurnal MediaTIK: Jurnal Media Pendidikan Teknik Informatika dan Komputer, vol. 4, no. 2, pp. 27-32, 2021.
[8] I. S. Noava and A. Putra, “Eksplorasi Etnomatematika pada Cerita Rakyat,”Plusminus: Jurnal Pendidikan Matematika, vol. 2, no. 1, pp. 67-76, 2022.
[9] A. G. Pradana and S. Nita, “Rancang Bangun Game Edukasi ‘AMUDRA’ Alat Musik Daerah Berbasis Android,” 2019.
[10] S. Ramdhani, N. A. Yuliastri, S. D. Sari, and S. Hasriah, “Penanaman Nilai-Nilai Karakter melalui Kegiatan Storytelling dengan Menggunakan Cerita Rakyat Sasak pada Anak Usia Dini,” Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, vol. 3, no. 1, pp. 153-160, 2019.
[11] R. R. Pradana and A. Surahman, “PERANCANGAN APLIKASI GAME FIGHTING 2 DIMENSI DENGAN TEMA KARAKTER NUSANTARA BERBASIS ANDROID MENGGUNAKAN CONSTRUCT 2,” Jurnal Informatika dan Rekayasa Perangkat Lunak, vol. 1, no. 2, pp. 234-244, 2020.
[12] Mustofa, J. L. Putra, and C. Kesuma, “Penerapan Game Development Life Cycle Untuk Video Game Dengan Model Role Playing Game,” Computer Science (CO-SCIENCE), vol. 1, no. 1, pp. 27–34, 2021.
[13] T. Arianti, A. Fa’izi, S. Adam, and M. Wulandari, “Perancangan Sistem Informasi Perpustakaan Menggunakan Diagram UML(Unified Modelling Language),” Jikti: Jurnal Ilmiah Komputer Terapan dan Informasi, vol. 1, no. 1, pp. 19–25, 2022.
[14] B. Priyatna, A. L. Hananto, and M. Nova, “Application of UAT (User Acceptance Test) Evaluation Model in Minggon E-Meeting Software Development,” SYSTEMATICS, vol. 2, no. 3, pp. 110–117, 2020.
[15] M. M. Khaer and N. N. Pusparini, “Analisis Kartu Access Control Pintu Menggunakan Metode User Acceptance Test pada Museum Bank Indonesia,” EBID:Ekonomi Bisnis Digital, vol. 1, no. 2, pp. 219–230, Dec. 2023, doi: 10.37365/ebid.v1i2.227.
[16] R. N. Ichsan and A. Karim, “Kualitas Pelayanan Terhadap Kepuasan Nasabah PT. Jasa Raharja Medan,” Jurnal Penelitian Pendidikan Sosial Humaniora, vol. 6, no. 1, pp. 54–57, 2021.
[17] M. Dewi, T. Wahyuningrum, and N. A. Prasetyo, “Pengenalan Kata Bahasa Isyarat Indonesia (BISINDO) Menggunakan Augmented Reality (AR),” INISTA, vol. 3, no. 2, pp. 53–060, 2021, doi: 10.20895/INISTA.V3I2.

Most read articles by the same author(s)