Pembangunan Game Edukasi Bandung City Adventure Berbasis Dekstop

Prayoga, Satya Angga (2014) Pembangunan Game Edukasi Bandung City Adventure Berbasis Dekstop. Other thesis, Universitas Komputer Indonesia.

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Abstract

Kota Bandung sangat terkenal akan kuliner khas dan alat tradisonalnya, masalah yang terjadi dalam pengenalan akan kuliner dan alat tradisional khas Kota Bandung menurut pengamatan dan wawancara dengan berbagai pihak adalah minim nya informasi yang tersedia dan media pembelajaran yang ada kurang menarik. Oleh karena itu dalam penelitian ini penulis membangun game edukasi sebagai sarana alternatif pembelajaran. Software Development Life Cycle (SDLC) menggunakan model Waterfall dan tools pemodelan menggunakan Unified Modeling Language (UML). Metodologi penelitian yang digunakan adalah Pre-Experimental Design dengan jenis One Group Pretest � Posttest Design. Responden diharuskan menjawab pretest teori, memainkan game, lalu menjawab posttest teori. Kemudian nilainya dihitung untuk mengetahui seberapa besar peningkatan yang didapat. Setelah dilakukan pengujian, terjadi peningkatan 75% pada teori. Kesimpulan yang didapat adalah game ini bisa meningkatkan pengetahuan teori kuliner dan alat tradisional pengguna dan bisa menjadi media pembelajaran alternatif yang lebih menarik dan menantang.

Bandung is very famous for culinary and traditional tools, mostly problem that happen for introducing Bandung culinary and unique traditional tools for particulary visitor that didn�t know what is Bandung culinary and unique traditional tools, according to author observations and interviews with parties is less information and the media that are less attractive. Therefore author build educational games as an alternative media for learning Bandung culinary and unique traditional tools. Software Development Life Cycle (SDLC) used is Waterfall model and modeling tools used are Unified Modeling Language (UML). The research methodology used is Pre-Experimental Design with One Group Pretest � Posttest Design type. Respondents are required to answer theory�s pretest, play the game, and then answer the theory�s post-test. Then the value is calculated to determine how much improvement obtained. After testing, there�s an increase of 75% in theory. The conclusion is this game can improve user knowledge about Bandung culinary and unique traditionals tools and and can be a more interesting and challenging alternative learning media.

Item Type: Thesis (Other)
Additional Information: Migrasi dari GDL. Identifier: jbptunikompp-gdl-satyaangga-34850. Folder: S1-Final_Project / Fakultas_Teknik_dan_Ilmu_Komputer / Teknik_Informatika / 2014
Uncontrolled Keywords: Game edukasi, memory game, game puzzle
Divisions: S1 Skripsi > Teknik Informatika
Depositing User: Robot Migration
Date Deposited: 05 Nov 2026 11:34
Last Modified: 05 Nov 2026 11:34
URI: https://elibrary.unikom.ac.id/id/eprint/45037

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