Pengembangan Game Android Edukatif “SATRIA DAMANG” Melalui Pendekatan Literasi Kritis Di Sekolah Dasar

Authors

  • Ani Hendriani Universitas Pendidikan Indonesia
  • Teguh Ibrahim Universitas Pendidikan Indonesia
  • Ira Rengganis Universitas Pendidikan Indonesia
  • Winda Marlina Juwita Universitas Pendidikan Indonesia
  • Angga Hadiapurwa Universitas Pendidikan Indonesia

DOI:

https://doi.org/10.35568/naturalistic.v8i2.4138

Keywords:

Critical literacy, Educational Game, Elementary School, MLDC, System Unity 3D

Abstract

Harmony between technology and education is a demand and a necessity in order to produce superior and competitive candidates for Indonesia's golden generation. One of the educational technology platforms that is growing quite rapidly is Android-based educational games, which can be used as digital media as well as recreation in the learning process. This article presents a profile description of the Android-based educational game called "Satria Damang". In designing this game, researchers used Unity 2D game engine software by applying finite state machines as a basis for artificial intelligence so that the game could be operated well by players. The research method used is the Multimedia Development Life Cycle (MDLC) through six (six) stages, namely Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The results of this research describe the conceptual profile, design process, description of each stage, functional, and implementation testing process involving respondents consisting of teachers and students at UPI Laboratory Elementary School. Conceptually, the educational game "Satria Damang" represents the spirit of a young man who feels uneasy about injustice, inequality, and social crimes that occurred when the health crisis hit Indonesia during the COVID-19 pandemic. The word "Damang" means healthy and strong in Sundanese. The educational game "Satria Damang" has eight stage views, namely: 1) main menu, 2) prologue, 3) dialogue with the shadow of Prabu Siliwangi, 4) first mission: arresting mask hoarders, 5) second mission: fighting the COVID-19 monster and distributing masks on society, 6) reading the tree of knowledge, 7) completing quizzes, and 8) fighting the robot boss Barong. In functional testing of 15 aspects of the game, it can run well on the Android 6 to 13 platform. In testing the implementation of the Android game, which has been validated by material experts, multimedia experts, and users, namely 27 elementary school students, the following results were obtained: material validation value of 87.5%, the multimedia validation value was 88%, and the user's game effectiveness value was 91%. Referring to these results, it can be concluded that the Satria Damang Educational Android Game can be used in elementary school learning.ta

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References

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Published

2024-04-30

How to Cite

Hendriani, A., Ibrahim, T., Rengganis, I., Juwita, W. M., & Hadiapurwa, A. (2024). Pengembangan Game Android Edukatif “SATRIA DAMANG” Melalui Pendekatan Literasi Kritis Di Sekolah Dasar. Naturalistic: Jurnal Kajian Dan Penelitian Pendidikan Dan Pembelajaran, 8(2), 253–266. https://doi.org/10.35568/naturalistic.v8i2.4138

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