Perancangan Game Ular Tangga Untuk Edukasi Diklatsar Sispala Di Man 10 Jombang Berbasis Android

Authors

  • Ziana Zain Mohammad Universitas Darul ‘Ulum
  • Budiman Budiman Universitas Darul ‘Ulum
  • Winarti Winarti Universitas Darul ‘Ulum

DOI:

https://doi.org/10.59061/jentik.v1i3.391

Keywords:

Construct 2, Snakes and Ladders Game, Mountain Climbing, SISPALA.

Abstract

Technological developments have entered the world of education. Starting from the educational administration process to entering the delivery of learning materials in intracurricular and extracurricular activities. Entering the independent curriculum, extracurricular activities are activities that must be applied in schools, one of which is nature lovers activities at the high school level, namely SISPALA. At MAN 10 Jombang School, we have just established a student organization of nature lovers, which runs in the 2nd year so that students are minimal about nature-loving material. In delivering material in the form of an educational game carried out through electronic media, Android is an option because it is currently a communication tool that cannot be separated from teenagers and has an impact on changes in the game world, especially for online game activists. Like the snakes and ladders game, which has been played with board game media and equipped with a set of dice can be played by two or more players. The research method used in this study is the System Development Life Cycle Waterfall method is a method for software development. The sequence in the Waterfall Method is serial which starts from the process of planning, analyzing, designing, and implementing the system with a structured process using use case diagrams and Construct 2 as the software used. With the application that has been built later, it is expected to be able to provide benefits for users in adding material knowledge as a provision for mountain climbing.

References

N. Ahyat, “Metode Pembelajaran Pendidikan Agama Islam,” EDUSIANA J. Manaj. dan Pendidik. Islam, vol. 4, no. 1, pp. 24–31, 2017, doi: 10.30957/edusiana.v4i1.5.

I. Purnama, “Membangun Aplikasi Game Ular Tangga Sebagai Media Pembelajaran Anak Sekolah Dasar Berbasis Android,” 2020, [Online]. Available: http://eprints.uty.ac.id/4824/

R. Hidayatullah and A. Hadiansa, “Perancangan Permainan Ular Tangga Multiplayer Berbasis Android,” J. Media Inform. Budidarma, vol. 2, no. 3, pp. 91–98, 2018, doi: 10.30865/mib.v2i3.607.

R. Risvani and Z. Muttaqin, “RANCANG BANGUN MEDIA PEMBELAJARAN MATEMATIKA DENGAN METODE GAME ULAR TANGGA UNTUK ANAK SEKOLAH DASAR BERBASIS ANDROID,” 2020.

“Rancang Bangun Game Edukasi Ular Tangga Kepramukaan Berbasis Android.”

“Matari LAKRA WIYATA BATURPALA UNDAR”.

“RANCANG BANGUN GAME EDUKASI PERHITUNGAN DASAR MATEMATIKA SEKOLAH DASAR KELAS 3, 4 DAN 5.”

Dosen Pendidikan, “13 Pengertian Aplikasi Menurut Para Ahli,” www.dosenpendidikan.co.id, 2022. https://www.dosenpendidikan.co.id/pengertian-aplikasi-menurut-para-ahli/ (accessed Jan. 03, 2023).

Wahyu Setia Bintara, “Pengertian Android – Definisi, Fungsi, Sejarah, Kelebihan,” https://dianisa.com, 2022. https://dianisa.com/pengertian-android/ (accessed Jan. 03, 2023).

Andriel mesa, “Pengertian Game Menurut Para Ahli,” https://mesa.my.id, 2020. https://mesa.my.id/pengertian-game-menurut-para-ahli/ (accessed Jan. 03, 2023).

Coki Siadari, “Pengertian Game Menurut Para Ahli,” https://www.kumpulanpengertian.com, 2020. https://www.kumpulanpengertian.com/2020/09/pengertian-game-menurut-para-ahli.html?m=0 (accessed Jan. 03, 2023).

Q. Budiman, S. Mouton, L. Veenhoff, and A. Boersma, “??? 1 , ??? 1 , ? ? 2,” J. Inov. Penelit., vol. 1, no. 0.1101/2021.02.25.432866, pp. 1–15, 2021.

M. Rahmatuloh and M. Rizky Revanda, “Rancang Bangun Sistem Informasi Jasa Pengiriman Barang Pada Pt. Haluan Indah Transporindo Berbasis Web,” J. Tek. Inform., vol. 14, no. 1, pp. 54–59, 2022.

Bimrew Sendekie Belay, “No Title??? ??? ????? ?? ?? ????? ???? ??????,” ????, no. 8.5.2017, pp. 2003–2005, 2022.

C. Marketing, “No Title,” no. Canba, 2019, [Online]. Available: https://idcloudhost.com/mengenal-canva-dan-cara-menggunakannya/

J. Maulani, F. T. Informasi, U. Islam, K. Muhammad, A. Al, and B. Banjarmasin, “Penerapan Metode Waterfall Pada Pengembangan Aplikasi,” Technologia, vol. 11, no. 2, pp. 64–70, 2020.

Downloads

Published

2023-08-21

How to Cite

Ziana Zain Mohammad, Budiman Budiman, & Winarti Winarti. (2023). Perancangan Game Ular Tangga Untuk Edukasi Diklatsar Sispala Di Man 10 Jombang Berbasis Android. Jurnal Elektronika Dan Teknik Informatika Terapan ( JENTIK ), 1(3), 178–189. https://doi.org/10.59061/jentik.v1i3.391