Most young people think that History is not important enough to learn and they are more likely to choose to play games. This study aims to develop the game "Indo Trivia" which is a game about the history of Indonesia, especially the history of the Hindu kingdom on the island of Java. In this game, there is a history of the Tarumanegara kingdoms, Hindu Mataram, Kediri, Singasari, and Majapahit kingdoms. This thesis report contains about how to make games as a medium of learning about history, especially history during the Hindu kingdom as well as providing a quiz about the history of Indonesia. The game development method used is the waterfall. The game testing method by proposing a hypothesis that is tested using a questionnaire test tool. a questionnaire will be given if the respondent has finished playing the game "Indo Trivia". From the results of the study, it was found that the variables of convenience, usefulness, and pleasure correlated with the variable of desire to reuse.
The Covid-19 pandemic has disrupted various activities, including the operation of school and campus canteens. In response, innovative solutions are needed to ensure the continuation of the culinary business while keeping all stakeholders safe during the pandemic. This study proposes the development of IoT-integrated entrepreneurial lockers that enable cashless payments through QRIS. These lockers can be used to revive the culinary business in school and campus canteens that had to close due to the pandemic. The results of the study show that the use of these lockers can reduce physical contact during transactions, thus minimizing the risk of virus transmission. Overall, this research offers a practical solution for sustaining the canteen business in the face of the pandemic.
The purpose of this research is to find out the ways to make Catholic Subject learning more enjoyable, convenient, and helpful by designing "A New Me" game that were in accordance with primary student’s necessity. This educational game was designed to teach students about the Fruit and Gifts of the Holy Spirit. The game has been examined to 50 Primary School students in age range of 10–12 years old. The subject matter used is the Fruit and Gifts of the Holy Spirit. The results of this research showned that the desire to play “A New Me” game is greatly influenced by the experience of playing digital games before, effort expectancy, enjoyment, and usability in playing the game.
Language and culture is an applied been possessed by every man since born. Language is a in the form of communication with each other. In daily life, communicate with the family, friend, even work also need good ability. Therefore a use of language that well and properly should be owned individuals[1]. Nihon-Goo! Is a Game made from computer for the purpose as a medium and facilitate the process increase knowledge and understanding basic vocabulary and culture in japan. After 5 times playing of one each day, game testing was conducted to 40 people and fill the questionnaire. Post-test data result shows that the game makes the player having difficulty answering the questions, but still want to play it again and again. So even though they failed to try it, they still tried again and again.
Human’s ignorance is the most threatening factor to natural water sources on the system. The habit of littering and poor waste management often occurs in developing countries, especially Indonesia. Through an educational game this message could be delivered easier. This paper is intended to find ways for people to be more concerned with water pollution. The questionnaire and interview methods are used to search for pre-test and post-test data. From the pre-test data, “Save The Sea” mobile game is created which can help educate the public about the dangers of water pollution. After 5 times playing of once each day, game testing was conducted to 39 people and fill the questionnaire. Post test data result shows that the game succeeded in creating conditions where people were more concerned about water pollution.
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