Karakter Game Visual Novel Semi RPG Dengan Konsep Pixel Art 2D Sebagai Aset Pengenalan Sejarah Indonesia Pada Masa Revolusi Untuk Pelajar SMA

History is the basis, foundation, or pillar of various things that support all corners of knowledge. History education in Indonesia began to be introduced from an early age to prepare the young generation of the Indonesian nation to become active and productive citizens in developing a sense of love for their homeland. Students' success in learning is influenced by several factors, one of which is interest in learning. In order to increase the effectiveness of receiving material, students' learning interest is the main thing that needs to be considered. Therefore, to increase students' interest in learning History, educational game media assets were chosen as an alternative for learning History in Education. The design of game characters as educational media assets was carried out to support Indonesian History Education, where this research focused on introducing Indonesian History during the 1945-1950 revolution. This design uses the PDDIE design method, namely the planning, design, development, implementation and evaluation stages. By using this method, designing character assets in the form of character sprites & character portraits are the assets that will be the focus of the design, as well as other assets (Background & dialogue boxes) as supporting assets. After the assets have been designed, an implementation stage is carried out in the form of a questionnaire to high school students, to measure their level of interest in studying Indonesian history during the revolutionary period after seeing the assets that have been designed.

Authors

Institutions

Publication Details

Journal
ArtComm Jurnal Komunikasi dan Desain
Published
2025-04-25
DOI
https://doi.org/10.37278/artcomm.v8i1.755
Primary Topic
Blockchain Technology in Education and Learning
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Karakter Game Visual Novel Semi RPG Dengan Konsep Pixel Art 2D Sebagai Aset Pengenalan Sejarah Indonesia Pada Masa Revolusi Untuk Pelajar SMA

Anung Rachman, Mega Glorysti Payona Tarigan
ArtComm Jurnal Komunikasi dan Desain
Blockchain Technology in Education and Learning
article

Karakter Game Visual Novel Semi RPG Dengan Konsep Pixel Art 2D Sebagai Aset Pengenalan Sejarah Indonesia Pada Masa Revolusi Untuk Pelajar SMA

Anung Rachman, Mega Glorysti Payona Tarigan
article en

Abstract

History is the basis, foundation, or pillar of various things that support all corners of knowledge. History education in Indonesia began to be introduced from an early age to prepare the young generation of the Indonesian nation to become active and productive citizens in developing a sense of love for their homeland. Students' success in learning is influenced by several factors, one of which is interest in learning. In order to increase the effectiveness of receiving material, students' learning interest is the main thing that needs to be considered. Therefore, to increase students' interest in learning History, educational game media assets were chosen as an alternative for learning History in Education. The design of game characters as educational media assets was carried out to support Indonesian History Education, where this research focused on introducing Indonesian History during the 1945-1950 revolution. This design uses the PDDIE design method, namely the planning, design, development, implementation and evaluation stages. By using this method, designing character assets in the form of character sprites & character portraits are the assets that will be the focus of the design, as well as other assets (Background & dialogue boxes) as supporting assets. After the assets have been designed, an implementation stage is carried out in the form of a questionnaire to high school students, to measure their level of interest in studying Indonesian history during the revolutionary period after seeing the assets that have been designed.

ArtComm Jurnal Komunikasi dan DesainVol. 8(1)
Institut Seni Indonesia Surakarta (ID)
Openalex Percentile: Top 87%
Blockchain Technology in Education and Learning
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.