Institusion
Institut Teknologi Perusahaan Listrik Negara
Author
PRABOWO, DHIMAS AJI
Dahroni, Andi
Yosrita, Efy
Subject
Teknik Informatika
Datestamp
2022-09-20 03:52:46
Abstract :
Game is a competition between players who interact with each other by using certain
rules to achieve certain goals. Online learning is considered to be the only medium for
conveying material between teachers and students, during a pandemic emergency. In an
effort to help suppress the spread of the Covid-19 virus, which has appeared in several
new variants in the last time, various alternatives and new innovations are needed that
can be applied as a medium of delivery and education. The application of games for
educational media or what is called education games stems from the very rapid
development of video games and makes them an alternative media for learning
activities. The method in this study uses the Multimedia development life cycle method.
This research uses black box system testing and user acceptance test. The result
achieved is an educational game application to socialize the introduction and prevention
of the Covid-19 virus using the Multimedia development life cycle method (case study:
Pucangrejo Elementary School students, Madiun district). The application that will be
built will convey information regarding the socialization of the introduction and
prevention of the covid-19 virus. The results of the UAT test that have been tried by
associating 48 respondents with 81% results for the learning questionnaire with gamebased learning produced overall have a "Very Good" scale.