Analysis of Flutter Mobile Game Implementation with Flame Library in Indonesian History Education for Students

The history of Indonesia is an important aspect that must be known and learned by the younger generation to build character and preserve cultural values. However, they are less interested in learning it based on the results of our survey with a middle school history teacher on his students. According to him, this is due to the difficulties of the material and lack of interest in the material. Therefore, the goal of this research is to create a solution by developing a mobile game application that is educational in nature using the Flutter framework and the Flame library. The software development method we use is the Extreme Programming method. After the application's development, we use a survey through Microsoft Forms to evaluate the solution effectiveness. The result of the evaluation using paired t-test and GUESS-18 method on 22 respondents aged between 18 and 21 years shows that the mobile game application we developed can help improve players' historical knowledge in a more attractive and enjoyable way.

Authors

Institutions

Publication Details

Published
2024-11-20
DOI
https://doi.org/10.1109/icimcis63449.2024.10956369
Citations
1
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.78
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Analysis of Flutter Mobile Game Implementation with Flame Library in Indonesian History Education for Students

Budi Juarto, Ariyadi Wijaya, Albert Enrico, Frans Joddy Sutjianto
1 citations
Educational Methods and Media Use
0.78
article

Analysis of Flutter Mobile Game Implementation with Flame Library in Indonesian History Education for Students

Budi Juarto, Ariyadi Wijaya, Albert Enrico, Frans Joddy Sutjianto
article en
1 citations

Abstract

The history of Indonesia is an important aspect that must be known and learned by the younger generation to build character and preserve cultural values. However, they are less interested in learning it based on the results of our survey with a middle school history teacher on his students. According to him, this is due to the difficulties of the material and lack of interest in the material. Therefore, the goal of this research is to create a solution by developing a mobile game application that is educational in nature using the Flutter framework and the Flame library. The software development method we use is the Extreme Programming method. After the application's development, we use a survey through Microsoft Forms to evaluate the solution effectiveness. The result of the evaluation using paired t-test and GUESS-18 method on 22 respondents aged between 18 and 21 years shows that the mobile game application we developed can help improve players' historical knowledge in a more attractive and enjoyable way.

Binus University (ID)
Quality Education
Openalex Percentile: Top 17%
Educational Methods and Media Use
0.78
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Analysis of Flutter Mobile Game Implementation with Flame Library in Indonesian History Education for Students — Budi Juarto, Ariyadi Wijaya, et al. · (2024) | TGRS Research Map | TGRS