Institusion
Institut Teknologi Telkom Purwokerto
Author
Vito, Pratama Putra Setyadharma
Subject
T Technology (General)
Datestamp
2022-07-01 16:50:06
Abstract :
English became the first foreign language to enter Indonesia since 1967. A
human need for English has begun to be seen with the number of official scientific
papers that use English as well as the tight global competition. However, there are
still many people who have difficulty in learning English, such as difficulty
understanding tenses, differences in how to write and read letters and also mention
the word. By relying on smartphone features that nowadays is the most practical
gadget to use anywhere, then combined with game content that becomes the best
entertainer multimedia app, learning English will be more interactive and also easy
to understand. The application which is used in making game is Construct 2 and
the method which is used for system development is Game Development Life Cycle
version of Rido Ramadan and Yani Widyani. For testing the system could be used
the black box testing and the dissemination of Questionnaire for User Interface
Satisfaction to 24 respondents, with the aim of testing the usability of the system.
The result is 80,83% for the whole system, meaning that the entire gaming system
is very attractive to the respondents. Then, for the display the screen gets a value
of 80.41%, which means that the display screen is very interesting and does not
confuse the respondents. Game technology and information get 75,41%, which
means that the information in the game is good enough, but still needs further
development. The introduction of the game system get the number 83.75%, which
means that respondents could understand the game system well. The ability of game
system get a value of 71.63%, which means that there is still the ability of the system
that does not work properly and still need improvement and further development.
The last one is usability and user interface, get the number 76.25%, which means
that the game has a good interaction with respondents.
Keywords – English, game, smartphone