UNP Pengembangan Game Edukasi "Mari Bersiap Hadapi Bencana" Berbasis Android Menggunakan Aplikasi Construct 2

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Aditya Greggi

Abstract

The readiness of the Indonesian people for natural disasters is very minimal. This can be seen from the lack of public understanding of natural disasters and what actions should be taken when natural disasters occur. These conditions must not be allowed to continue to occur without a planned and appropriate effort. So media is needed for the public that contains information about preparedness for natural disasters. This study aims to develop education games that are feasible and practical in accordance with the material and media eligibility criteria. Education game let's prepare for disasters designed to instill the value of preparedness against natural disasters.


This type of research is Research and Development (R&D), using the Four D (4-D) development model which stands for define, design, development, and dissemination. Product feasibility tests are carried out through material experts and media expert validators. Product trials were conducted on 10 high school students in the city of Padang. Data collection tools such as questionnaires, documentation and assessment formats.


The process of developing education games consists of four stages, the first stage is defining which includes a needs analysis that refers to the phenomena that are seen in the community that are people who are less responsive in dealing with natural disasters and people who like to play games, and content analysis contains actions that must be done before , a moment, and after an earthquake. The second stage is the design of education games in accordance with the results that have been obtained from the needs analysis and content analysis, the design is in the form of flowcharts and storyboards. The third stage is the development of education games in accordance with the design that has been obtained at the design stage. The fourth stage is the spread of education games that have been developed, spread through Google Drive links so that they can reach a wide range of users. The results of the product feasibility test indicate that the product is feasible to use, for the material aspect it is concluded that the education game material is in the "Very Appropriate" category, for the media aspect it is concluded that the education game media is in the "Very Eligible" category as seen from the characters, completeness of the program, and additional features. The practicality questionnaire distributed to high school students concluded that the education game was "Very Practical".

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