Development of an Educational Game Based on Picture Quiz as an Interactive Learning Medium

Educational games play a vital role in improving cognitive abilities and creativity in children and adults. This study discusses the development of a picture-based quiz game that integrates interactive learning elements with engaging visual challenges. The game, titled "Kuis Bergambar," allows players to answer quiz questions by first identifying images, fostering problem-solving skills and knowledge retention. Developed using the Game Development Life Cycle (GDLC), the game targets users aged 7-30 and is available on multiple platforms. Evaluation results show that this approach enhances engagement and cognitive performance compared to traditional quiz formats.

Authors

Publication Details

Journal
Gameology and Multimedia Expert
Published
2025-04-01
DOI
https://doi.org/10.29103/game.v2i2.21156
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Development of an Educational Game Based on Picture Quiz as an Interactive Learning Medium

Handry Eldo, Muazziss Najmi
Gameology and Multimedia Expert
Educational Methods and Media Use
article

Development of an Educational Game Based on Picture Quiz as an Interactive Learning Medium

Handry Eldo, Muazziss Najmi
article en

Abstract

Educational games play a vital role in improving cognitive abilities and creativity in children and adults. This study discusses the development of a picture-based quiz game that integrates interactive learning elements with engaging visual challenges. The game, titled "Kuis Bergambar," allows players to answer quiz questions by first identifying images, fostering problem-solving skills and knowledge retention. Developed using the Game Development Life Cycle (GDLC), the game targets users aged 7-30 and is available on multiple platforms. Evaluation results show that this approach enhances engagement and cognitive performance compared to traditional quiz formats.

Gameology and Multimedia ExpertVol. 2(2)
Openalex Percentile: Top 92%
Educational Methods and Media Use
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