GAME EDUKASI ROTI MOCAF BERBASIS ANDROID
DOI:
https://doi.org/10.31598/sintechjournal.v1i2.303Keywords:
GDLC, Mocaf, Android, system informationAbstract
The understanding of the Indonesian people about the importance of abundant raw materials is very lacking, this is evidenced by the many understandings that mocaf (cassava flour) is a raw material that cannot be processed properly and attractively so that it does not become a trend. Indonesia is one of the countries producing cassava although cassava is not a staple food. People need to know and understand the extent to which cassava can be processed into cassava flour, and cassava flour into bread. This study designs and builds applications that are educational to provide understanding to the community, especially for school-age children, considering that the main education is when compulsory children are elementary, middle and high school. In this study the Game Development Life Cyle (GDLC) method is used which consists of the stages of initiation, pre production, production, testing. In this study playtesting evaluation was carried out for 20 respondents with a play time of 10-15 minutes, covering aspects of concentration in addition to functional testing. Concentration aspects are valued at 4,15.
Downloads
References
[2] Putra, D. W., Nugroho, A. P., & Puspitarini, E. W. (2016). Game Edukasi berbasis android sebagai media pembelajaran untuk anak usia dini. JIMP-Jurnal Informatika Merdeka Pasuruan E-ISSN 2503-1945, 1(1).
[3] Suprayogo, A. D. (2017). Game Balap Sepeda Ontel Berbasis Android. Jurnal Mahasiswa Fakultas Teknik, 1(1), 6.
[4] Ramadan, R., & Widyani, Y. (2013, September). Game development life cycle guidelines. In Advanced Computer Science and Information Systems (ICACSIS), 2013 International Conference on (pp. 95-100). IEEE.
[5] Fasha, L. H., Fauziah, F., & Gufroni, M. (2018). Implementasi Algoritma Collision Detection pada Game Simulator Driving Car. STRING, 3(1), 58-65.
[6] Suharso, W. (2018). Penerapan Scrum dan Algoritma COCOMO Pada Aplikasi Manajemen Proyek Perangkat Lunak. SATIN-Sains dan Teknologi Informasi, 4(1), 97-104.
[7] Putra, B. E., Sabariah, M. K., & Munajat, B. (2015). Evaluasi Playability pada Mobile Games Menggunakan Teknik Playability Heuristic. eProceedings of Engineering, 2(1).
[8] Aleem, S., Capretz, L. F., & Ahmed, F. (2016). Game development software engineering process life cycle: a systematic review. Journal of Software Engineering Research and Development, 4(1), 6.
[9] Rahmawati, F., & Boga, J. P. T. (2012). Pengembangan industri kreatif melalui pemanfaatan pangan lokal singkong. Fakultas Teknik Universitas Yogyakarta.
[10] Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & Gaming, 37(1), 6-23.
Downloads
Published
Issue
Section
License
Copyright in each article belongs to the author.
- The authors admit that SINTECH Journal as a publisher who published the first time under Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) License.
- Authors can include writing separately, regulate distribution of non-ekskulif of manuscripts that have been published in this journal into another version (eg sent to respository institution author, publication into a book, etc.), by recognizing that the manuscripts have been published for the first time in SINTECH Journal