Available online at www.sciencedirect.com
ScienceDirect
Procedia Computer Science 116 (2017) 99–106
2nd International Conference on Computer Science and Computational Intelligence 2017, ICCSCI 2017, 13-14 October 2017, Bali, Indonesia
Android Based Indonesian Information Culture Education Game
Norman Kidi, Bayu Kanigoro , Afan Galih Salman, Yen Lina Prasetio, Indrabudhi Lokaadinugroho, Arief Agus Sukmandhani
Computer Science Department, School of Computer Science, Bina Nusantara University, Jakarta 11480, Indonesia
Abstract
As the development of the mobile gaming industry is increasing rapidly, the game today not only serves as entertainment alone. Then by increasingly the need for the sector and education purposes then motivates the development of an educational game “Merah Putih” on the Android platform that provides information on Indonesian Culture. The methodology used for development is Waterfall methodology which consists of analysis method for information gathering, system design, implementation, and testing or testing of information on Indonesian Culture presented in this educational game. Test results obtained are a lot of information provided in this set can be accepted or captured by players and considered useful for the learning of players. Besides, overall can be stated that the level of satisfaction of players against educational game “Merah Putih” is considered quite high.
copy; 2017 The Authors. Published by Elsevier B.V.
Peer-review under responsibility of the scientific committee of the 2nd International Conference on Computer Science and Computational Intelligence 2017.
Keywords: Game; Education; Culture; Indonesia; Android
1. Introduction
In this day and era, Technology development mainly related to a mobile device has become rapidly rising and supporting everyday needs. The event becomes everybody, from children to adults, need a device or tool that can provide easiness in finding information to support their activities. It is known that with rapidly technology development makes the awareness of art and culture become reduced1. The development of technology can be incorporated into art and culture thus its benefits are obtained by facilitating and accelerate the search for information and add insight into the art and culture through the use of mobile gadgets. But it becomes not enjoyable if the application only provides information alone thus by combining some entertainment such as game, will make the application more attractive.
Games in the mobile devices nowaday become a rapidly growing industry. Therefore, the game is also used as a means to develop a personrsquo;s interest in education. For example World Citizen games: Geography quiz2, a Map quiz, and similar games like Geo Challange3, which uses Android platform with game type using map. Besides there are
Corresponding author. Tel.: 6221-534-5830 ext 2188. E-mail address: bkanigoro@binus.edu
1877-0509 copy; 2017 The Authors. Published by Elsevier B.V.
Peer-review under responsibility of the scientific committee of the 2nd International Conference on Computer Science and
Computational Intelligence 2017.
10.1016/j.procs.2017.10.015
100 Norman Kidi et al. / Procedia Computer Science 116 (2017) 99–106
also games such as EnjoyLearning World Map Puzzle4 with a competition type of puzzle game where the puzzle shaped like a part of a country and labeled the name of the country.
The development of smartphones is very fast because the usage of smartphones such as sending short messages, as a tool to talk to each other, play games and various other features such as mobile phones in general like listening to music, the internet, and so forth. Besides, the smartphone also seems to be made to be able to replace the function of a computer in a smaller form so as to provide an advantage compared to the computer that can be grasped and easy to carry anywhere. As one example is Android which is currently growing rapidly compared to other smartphones. Android has advantages such as an operating system that is open (open source). Thus, easier for application developers who want to create applications for Android and have the availability of quality applications. Due to its openness, application developers are very enthusiastic to build quality applications and make things easier for others. Also, SDK (Software Development Kit) for Android is free and can be downloaded by anyone and facilitate in marketing when the application has been developed5.
2. Methodology
The development of the application is following Waterfall methodology6 which consist of system requirement, system design, implementation, and verification. System requirement is fulfilled by using questionnaires distributed to 100 respondents and observing the similar game.
From questionnaires containing 19 questions and distributed to 100 respondents, male respondents were more than female respondents, with a large percentage of male respondents was 66% and a significant proportion of women respondents was 34%.
Based on the percentage of answers obtained from each choice of solutions can be concluded that more respondents aged 18 to 21 years, with a rate of 48%. Respondents who work as students, with a percentage of 47%. Respondents use Android smartphone with a rate of 61.54% followed by Blackberry operating system of 30.77% and iPhone of 3.08%.
Based on the percentage of answers obtained from each of the answer options, it can be concluded that respondents are interested in using Android-based smartphone operating system, with a percentage of 95%. Respondents are sometimes using a smartphone as an entertainment to play games, with a percentage of 56%. Responde
全文共24703字,剩余内容已隐藏,支付完成后下载完整资料
Available online at www.sciencedirect.com
ScienceDirect
Procedia Computer Science 116 (2017) 99–106
2nd International Conference on Computer Science and Computational Intelligence 2017, ICCSCI 2017, 13-14 October 2017, Bali, Indonesia
Android Based Indonesian Information Culture Education Game
Norman Kidi, Bayu Kanigorolowast;, Afan Galih Salman, Yen Lina Prasetio, Indrabudhi Lokaadinugroho, Arief Agus Sukmandhani
Computer Science Department, School of Computer Science, Bina Nusantara University, Jakarta 11480, Indonesia
Abstract
As the development of the mobile gaming industry is increasing rapidly, the game today not only serves as entertainment alone. Then by increasingly the need for the sector and education purposes then motivates the development of an educational game “Merah Putih” on the Android platform that provides information on Indonesian Culture. The methodology used for development is Waterfall methodology which consists of analysis method for information gathering, system design, implementation, and testing or testing of information on Indonesian Culture presented in this educational game. Test results obtained are a lot of information provided in this set can be accepted or captured by players and considered useful for the learning of players. Besides, overall can be stated that the level of satisfaction of players against educational game “Merah Putih” is considered quite high.
copy; 2017 The Authors. Published by Elsevier B.V.
Peer-review under responsibility of the scientific committee of the 2nd International Conference on Computer Science and Computational Intelligence 2017.
Keywords: Game; Education; Culture; Indonesia; Android
Introduction
In this day and era, Technology development mainly related to a mobile device has become rapidly rising and supporting everyday needs. The event becomes everybody, from children to adults, need a device or tool that can provide easiness in finding information to support their activities. It is known that with rapidly technology development makes the awareness of art and culture become reduced 1. The development of technology can be incorporated into art and culture thus its benefits are obtained by facilitating and accelerate the search for information and add insight into the art and culture through the use of mobile gadgets. But it becomes not enjoyable if the application only provides information alone thus by combining some entertainment such as game, will make the application more attractive.
Games in the mobile devices nowaday become a rapidly growing industry. Therefore, the game is also used as a means to develop a personrsquo;s interest in education. For example World Citizen games: Geography quiz 2, a Map quiz, and similar games like Geo Challange 3, which uses Android platform with game type using map. Besides there are
lowast; Corresponding author. Tel.: 6221-534-5830 ext 2188.
E-mail address: bkanigoro@binus.edu
1877-0509 copy; 2017 The Authors. Published by Elsevier B.V.
Peer-review under responsibility of the scientific committee of the 2nd International Conference on Computer Science and Computational Intelligence 2017.
10.1016/j.procs.2017.10.015
also games such as EnjoyLearning World Map Puzzle 4 with a competition type of puzzle game where the puzzle shaped like a part of a country and labeled the name of the country.
The development of smartphones is very fast because the usage of smartphones such as sending short messages, as a tool to talk to each other, play games and various other features such as mobile phones in general like listening to music, the internet, and so forth. Besides, the smartphone also seems to be made to be able to replace the function of a computer in a smaller form so as to provide an advantage compared to the computer that can be grasped and easy to carry anywhere. As one example is Android which is currently growing rapidly compared to other smartphones. Android has advantages such as an operating system that is open (open source). Thus, easier for application developers who want to create applications for Android and have the availability of quality applications. Due to its openness, application developers are very enthusiastic to build quality applications and make things easier for others. Also, SDK (Software Development Kit) for Android is free and can be downloaded by anyone and facilitate in marketing when the application has been developed 5.
Methodology
The development of the application is following Waterfall methodology 6 which consist of system requirement, system design, implementation, and verification. System requirement is fulfilled by using questionnaires distributed to 100 respondents and observing the similar game.
From questionnaires containing 19 questions and distributed to 100 respondents, male respondents were more than female respondents, with a large percentage of male respondents was 66% and a significant proportion of women respondents was 34%.
Based on the percentage of answers obtained from each choice of solutions can be concluded that more respondents aged 18 to 21 years, with a rate of 48%. Respondents who work as students, with a percentage of 47%. Respondents use Android smartphone with a rate of 61.54% followed by Blackberry operating system of 30.77% and iPhone of 3.08%.
Based on the percentage of answers obtained from each of the answer options, it can be concluded that respondents are interested in using Android-based smartphone operating system, with a percentage of 95%. Respondents are sometimes using a smartphone a
全文共31281字,剩余内容已隐藏,支付完成后下载完整资料
资料编号:[1671]
以上是毕业论文外文翻译,课题毕业论文、任务书、文献综述、开题报告、程序设计、图纸设计等资料可联系客服协助查找。