Android Based Indonesian Information Culture Education Game
Author(s) -
Norman Kidi,
Bayu Kanigoro,
Afan Galih Salman,
Yen Lina Prasetio,
Indrabudhi Lokaadinugroho,
Arief Agus Sukmandhani
Publication year - 2017
Publication title -
procedia computer science
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.334
H-Index - 76
ISSN - 1877-0509
DOI - 10.1016/j.procs.2017.10.015
Subject(s) - waterfall model , indonesian , computer science , android (operating system) , entertainment , multimedia , asian games , game developer , game design , software , advertising , operating system , art , philosophy , linguistics , business , visual arts
As the development of the mobile gaming industry is increasing rapidly, the game today not only serves as entertainment alone. Then by increasingly the need for the sector and education purposes then motivates the development of an educational game “Merah Putih” on the Android platform that provides information on Indonesian Culture. The methodology used for development is Waterfall methodology which consists of analysis method for information gathering, system design, implementation, and testing or testing of information on Indonesian Culture presented in this educational game. Test results obtained are a lot of information provided in this set can be accepted or captured by players and considered useful for the learning of players. Besides, overall can be stated that the level of satisfaction of players against educational game “Merah Putih” is considered quite high.
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