The Design of the Nusantara Quest Game on Mobile Platforms for the Cultural Arts Subject for Grade X Students

This research aims to design a mobile-based game called Nusantara Quest to enhance student engagement and learning outcomes in Arts Education for 10th-grade students. The educational game is developed using the Unity platform and follows the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The analysis phase involves studying student characteristics and material needs. During the design phase, game flow, user interface, and educational content are created. The development phase includes game creation and validation by media and content experts. Implementation involves trials with students from SMK Negeri 5 Sidrap, and the evaluation phase assesses the effectiveness of the game in improving student interest and understanding of Arts Education material. The research findings indicate that the quiz-based educational game is valid and effective as an interactive learning media S

Authors

Publication Details

Journal
International Journal of Sustainable Applied Sciences
Published
2024-08-31
DOI
https://doi.org/10.59890/ijsas.v2i8.2412
Primary Topic
Blockchain Technology in Education and Learning
Type
article
Field-Weighted Citation Impact
0.00
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article

The Design of the Nusantara Quest Game on Mobile Platforms for the Cultural Arts Subject for Grade X Students

Muhammad Takdir, Muhammad Fahril, Misnawaty Usman
International Journal of Sustainable Applied Sciences
Blockchain Technology in Education and Learning
article

The Design of the Nusantara Quest Game on Mobile Platforms for the Cultural Arts Subject for Grade X Students

Muhammad Takdir, Muhammad Fahril, Misnawaty Usman
article en

Abstract

This research aims to design a mobile-based game called Nusantara Quest to enhance student engagement and learning outcomes in Arts Education for 10th-grade students. The educational game is developed using the Unity platform and follows the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The analysis phase involves studying student characteristics and material needs. During the design phase, game flow, user interface, and educational content are created. The development phase includes game creation and validation by media and content experts. Implementation involves trials with students from SMK Negeri 5 Sidrap, and the evaluation phase assesses the effectiveness of the game in improving student interest and understanding of Arts Education material. The research findings indicate that the quiz-based educational game is valid and effective as an interactive learning media S

International Journal of Sustainable Applied SciencesVol. 2(8)
Openalex Percentile: Top 77%
Blockchain Technology in Education and Learning
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