Hadi, Mohammad Syaikhul Hadi, 51804110024 and Ronny, Makhfuddin Akbar, 0709078604 and Sugianto, Sugianto, 0723077301 (2024) RANCANG BANGUN APLIKASI GAME EDUKASI SEJARAH MAJAPAHIT. Bachelor thesis, Universitas Islam Majapahit.
Text
ABSTRAK 1.pdf Restricted to Registered users only Download (4MB) | Request a copy |
||
|
Text
BAB I.pdf Download (1MB) | Preview |
|
Text
BAB II.pdf Restricted to Registered users only Download (1MB) | Request a copy |
||
Text
BAB III(3).pdf Restricted to Registered users only Download (877kB) | Request a copy |
||
Text
BAB IV.pdf Restricted to Registered users only Download (1MB) | Request a copy |
||
|
Text
LAMPIRAN.pdf Download (870kB) | Preview |
|
|
Text
DAFTAR PUSTAKA.pdf Download (333kB) | Preview |
|
Text
BAB V.pdf Restricted to Registered users only Download (184kB) | Request a copy |
Abstract
The Majapahit Educational Game Application Design is designed to introduce and explore the history and culture of the Majapahit Kingdom to users through an interactive and fun experience. Combining elements of word guessing and puzzle games, this game aims to educate users about one of the largest kingdoms in Indonesian history and this game offers a virtual environment featuring replicas of important Majapahit sites, such as Trowulan, as well as displays of historical artifacts, architecture and daily life from that era. Players can assemble puzzles of ancient cities, complete missions, and solve puzzles related to history and important figures, such as Hayam Wuruk and Gajah Mada. In addition, the quiz and puzzle feature challenges players to answer questions related to the history and culture of Majapahit, increasing their knowledge in a fun way with visual designs inspired by traditional art and music that reflects the historical atmosphere, Majapahit is not only a0069med at entertainment but also as a means effective education. Through interactive methods and gamification, this application is expected to expand users' understanding and appreciation of Majapahit cultural heritage. Based on the results of quiziner with 30 respondents proved that the android- based Javanese Education Game that was formed reached a satisfaction level of use of 86%. This can be interpreted to mean that this Android-based Javanese Language Education Game can be applied to children with a vulnerable age of 7-15 years optimally
Item Type: | Skripsi/Thesis (Bachelor) |
---|---|
Uncontrolled Keywords: | Education, Regional Languages, History Materials, Android |
Subjects: | 0 Majapahit Islamic University Subject Areas > Fakultas Teknik > Teknik Informatika |
Divisions: | Faculty of Engineering > Computer and Information Technology |
Depositing User: | Hadi Mohammad Syaikhul |
Date Deposited: | 30 Sep 2024 04:14 |
Last Modified: | 30 Sep 2024 04:14 |
URI: | http://repository.unim.ac.id/id/eprint/5798 |
Actions (login required)
View Item |