Game Digital “Ramadan Adventure”

Authors

  • Muhammad Fajri Universitas Negeri Padang
  • Dwi Mutia Sari Universitas Negeri Padang

DOI:

https://doi.org/10.55606/jurrsendem.v2i2.1485

Keywords:

Educational Games, Android, Interaction Media, Fasting, Ramadan

Abstract

This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.

References

Hitthotunnahdliyyah A.B, S., Palupi, W., & Sujana, Y. (2016). Efektivitas Permainan Edukatif Terhadap Minat Belajar Anak. Jurnal Universitas Sebelas Maret.

Prayogi, A. (2021). Analisa Penggunaan Video Game Sebagai Media Dakwah. Jurnal IAIN Padang Sidimpuan.

Rihani, A. L., Maksum, A., & Nurhasanah, N. (2022). Media Interaktif Ispring Suite Terhadap Hasil Belajar Peserta Didik Kelas V Sekolah Dasar. Jurnal Kajian Pendidikan Dasar, 123 - 131.

Swarnadwitya, A. (2020, Maret 17). Design Thinking: Pengertian, Tahapan dan Contoh Penerapannya. Diambil dari from Binus: https://sis.binus.ac.id/2020/03/17/design-thinking-pengertian-tahapan-dan-contoh-penerapannya/

Wahyudi, J. (2014). Video Game Sebagai Media Pembelajaran Sejarah (Suatu Alternatif dalam Menyelenggarakan Pembelajaran Sejarah). Jurnal UIN Jakarta, 200-210.

Downloads

Published

2023-10-30

How to Cite

Muhammad Fajri, & Dwi Mutia Sari. (2023). Game Digital “Ramadan Adventure”. Jurnal Riset Rumpun Seni, Desain Dan Media, 2(2), 11–21. https://doi.org/10.55606/jurrsendem.v2i2.1485