A Virtual-Reality Edu-Game: Save The Environment from the Dangers of Pollution

Dita Aluf Mawsally(1*), Endah Sudarmilah(2),

(1) Program Studi Informatika Fakultas Komunikasi dan Informatika Universitas Muhammadiyah Surakarta
(2) Program Studi Informatika Fakultas Komunikasi dan Informatika Universitas Muhammadiyah Surakarta
(*) Corresponding Author
DOI: https://doi.org/10.23917/khif.v5i2.8194

Abstract

The virtual reality educational game, with theme “saving the environment from the danger of pollution” – aims to help children aged 10-13 years in understanding pollution and how to reduce it. The game uses smartphone and VR Box. This edu game is designed under SDLC (Software Development Life Cycle) of the waterfall model. Contained assets are obtained from the Unity Asset Store which will simulate learning techniques with several educational games. This can be seen as an advantage from the traditional learning method. Based on a black box test, this game runs well on target devices. Usability test is conducted using the System Usability Scale (SUS), and this game gets a score of 71.58 which is in the "good" criteria.

Keywords

virtual reality; edugame; pollution

Full Text:

PDF

References

H. Supriyono, A. N. Saputra, and E. Sudarmilah, “Rancang bangun aplikasi pembelajaran hadis untuk perangkat mobile berbasis android,” J. Inform., vol. 8, no. 2, pp. 907–920, 2014.

E. Sudarmilah and M. G. Negara, “Augmented Reality Edugame Senjata Tradisional Indonesia,” Khazanah Inform., vol. 1, no. 1, pp. 12–15, 2015.

E. Sudarmilah, H. Supriyono, F. Yasin, A. Irsyadi, and A. Fatmawati, “Prototyping AR edugame untuk anak-anak : belajar budaya Indonesia,” MATEC Web Konf. 197, 03012 AASEC 2018, vol. 03012, pp. 2–5, 2018.

L. Sigit, M. Dicky, and S. Hendri, “Penerapan Algoritme Fisher Yates pada Game Edukasi Eco Mania Berbasis Unity 3D,” no. x, pp. 1–12, 2015.

Z. Tuma, J. Tuma, R. Knoflíček, P. Blecha, and F. Bradác, “The Process Simulation Using by Virtual Reality,” Procedia Eng., vol. 69, pp. 1015–1020, 2014.

F. Setiawan Riyadi, A. Sumarudin, and M. Sari Bunga, “Aplikasi 3D Virtual Reality Sebagai Media Pengenalan Kampus Politeknik Negeri Indramayu Berbasis Mobile,” J. Inform. dan Komput., vol. 2, no. 2, pp. 75–82, 2017.

Ismiyati, D. Marlita, and D. Saidah, “Pencemaran Udara Akibat Emisi Gas Buang Kendaraan Bermotor,” J. Manaj. Transp. Logistik, vol. 01, no. 03, pp. 241–248, 2014.

M. Haward, “Plastic pollution of the world’s seas and oceans as a contemporary challenge in ocean governance,” Nat. Commun., vol. 9, no. 1, pp. 9–11, 2018.

Y. dan U. Firmansyah, “Penerapan Metode SDLC Waterfall Dalam Pembuatan Sistem Informasi Akademik Berbasis Web Studi Kasus Pondok Pesantren Al-Habi Sholeh Kabupaten Kubu Raya , Kalimantan Barat,” J. Teknol. Manaj. Inform., vol. 4, no. 1, pp. 185–191, 2018.

R. Scroggins, “SDLC and Development Methodologies,” Glob. J. Comput. Sci. Technol. C Softw. Data Eng., vol. 14, no. 7, pp. 0–2, 2014.

M. A. Zaus, R. E. Wulansari, S. Islami, and D. Pernanda, “Perancangan Media Pembelajaran Listrik Statis dan Dinamis Berbasis Android,” INTECOMS J. Inf. Technol. Comput. Sci., vol. 1, no. 1, pp. 1–7, 2018.

U. Al Faruq, “Rancang Bangun Aplikasi Rekam Medis Poliklinik Universitas Trilogi,” J. Inform., vol. 9, no. 1, pp. 1017–1027, 2017.

W. A. Kusuma, V. Noviasari, and G. I. Marthasari, “Analisis Usability dalam User Experience pada Sistem KRS Online UMM menggunakan USE Questionnaire,” J. Nas. Tek. Elektro dan Teknol. Inf., vol. 5, no. 4, pp. 294–301, 2017.

A. Mufa and E. Sudarmilah, “Game Anti Narkoba Berbasis Multi-Platform,” Khazanah Inform., vol. 2, no. 2, pp. 95–98, 2016.

M. Fadhli, “Pengembangan Media Pembelajaran Berbasis Video Kelas IV Sekolah Dasar,” J. Dimens. Pendidik. dan Pembelajaran, vol. 3, no. 1, pp. 24–29, 2015.

H. Supriyono, R. F. Rahmadzani, M. S. Adhantoro, and A. K. Susilo, “Rancang Bangun Media Pembelajaran Dan Game Edukatif Pengenalan Aksara Jawa ‘ Pandawa ,’” Pros. 4thUniversity Res. Colloq. 2016, pp. 1–12, 2016.

R. A. Zulfikar and A. A. Supianto, “Rancang Bangun Aplikasi Antrian Poliklinik Berbasis Mobile,” J. Teknol. Inf. dan Ilmu Komput., vol. 5, no. 3, p. 361, 2018.

M. S. Mustaqbal, R. F. Firdaus, and H. Rahmadi, “Pengujian Aplikasi Menggunakan Black Box Testing Boundary Value Analysis,” J. Ilm. Teknol. Inf. Terap., vol. I, no. 3, pp. 31–36, 2015.

M. Kumar, S. K. Singh, and R. . Dwivedi, “A Comparative Study of Black Box Testing and White Box Testing Techniques,” Int. J. Adv. Res. Comput. Sci. Manag. Stud., vol. 3, no. 10, pp. 32–44, 2015.

E. Febriyanto, U. Rahardja, A. Faturahman, and N. Lutfiani, “Sistem Verifikasi Sertifikat Menggunakan Qrcode Pada Central Event Information,” Techno.COM, vol. 18, no. 1, pp. 50–63, 2019.

S. M. Muyasaroh and E. Sudarmilah, “Game Edukasi Mitigasi Bencana Kebakaran Berbasis Android,” J. PROtek, vol. 06, no. 1, pp. 31–35, 2019.

Article Metrics

Abstract view(s): 1874 time(s)
PDF: 1176 time(s)

Refbacks

  • There are currently no refbacks.