Analisis Dan Perancangan Game Experience Permainan “Nabi Nuh Adventure”

Dalam pembelajaran, penyampaian materi dapat dilakukan melalui model pembelajaran yang bermacam-macam. Salah satunya dengan implementasi gamifikasi dalam game-based learning yaitu penerapan gamifikasi pada sebuah game yang berisi materi pembelajaran. Gamifikasi yang berada didalam game ini memiliki tujuan untuk memotivasi dan semangat dalam menerima materi yang disampaikan. Melakukan evaluasi dan pengujian menggunakan metode Game Experience Questionnaire (GEQ). Penelitian ini merancang game Nabi Nuh Adventure yang dirancang ini diangkat dari salah satu tokoh alkitab yaitu Nabi Nuh yang menyelamatkan seluruh binatang dari air bah menggunakan bahtera. Didalam bahtera Nuh terdapat bermacam-macam jenis hewan seperti hewan buas, unggas, primata, dan ada juga ukuran hewan yang besar maupun yang kecil. Dalam game Nabi Nuh Adventure, hewan-hewan yang ada didalam bahtera Nuh dijadikan karakter, dengan berbagai macam hewan yang ada dan berbagai macam jenis suaranya. Pengujian game Nabi Nuh Adventure dilakukan dengan metode GEQ didapatkan hasil pada komponen Core Module yang dirasakan oleh pemain adalah positive affect dan competence dengan hasil rata-rata yang diperoleh sebesar 4,61 dan 4,49. Hasil komponen Post-Game Module yang dirasakan oleh pemain adalah positive experience dengan nilai rata-rata sebesar 4,78. Hasil dari nilai tersebut dapat diartikan bahwa user merasakan kepuasan dan senang serta memiliki pengalaman dan motivasi belajar dengan memainkan game Nabi Nuh Adventure. Kata kunci: Game-Based Learning, Gamifikasi, dan Game Experience Questionnaire Analysing And Designing the Game Experience In The Game "Nabi Nuh Adventure” Abstract Materials can be delivered through a variety of learning models. One potential approach is the integration of gamification into game-based learning, wherein learning content is integrated into a game environment. The utilization of gamification in this game is intended to inspire and generate enthusiasm for the material being presented. To conduct testing and evaluation, the Game Experience Questionnaire (GEQ) is utilized. This study develops the video game "Nabi Nuh Adventure," which draws inspiration from the biblical figure of Prophet Noah and his role in rescuing all living things from the deluge by means of an ark. There are numerous species of animals contained within Noah's ark, including primates, wild animals, birds, and both large and tiny animals. Within "Nabi Nuh Adventure," the inhabitants of Noah's ark are personified as characters, each of which utters a unique set of noises. The GEQ method is employed to evaluate the "Nabi Nuh Adventure" game. The findings indicate that the players' perceptions of the Core Module components are as follows: competence and positive affect, with mean scores of 4.61 and 4.49, respectively. The participants' perception of the Post-Game Module component yielded an average score of 4.78, indicating a positive experience. The obtained scores suggest that individuals derive learning experience and motivation from playing the "Nabi Nuh Adventure" game, in addition to experiencing satisfaction and pleasure. Keywords: Game-Based Learning, Gamification, and Game Experience Questionnaire

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Journal
Journal of Animation & Games Studies
Published
2025-10-03
DOI
https://doi.org/10.24821/jags.v11i2.11952
Primary Topic
Edcuational Technology Systems
Type
article
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article

Analisis Dan Perancangan Game Experience Permainan “Nabi Nuh Adventure”

Matahari Bhakti Nendya, Nugroho Agus Haryono, Achiyo Gersamtya Elrida
Journal of Animation & Games Studies
Edcuational Technology Systems
article

Analisis Dan Perancangan Game Experience Permainan “Nabi Nuh Adventure”

Matahari Bhakti Nendya, Nugroho Agus Haryono, Achiyo Gersamtya Elrida
article en

Abstract

Dalam pembelajaran, penyampaian materi dapat dilakukan melalui model pembelajaran yang bermacam-macam. Salah satunya dengan implementasi gamifikasi dalam game-based learning yaitu penerapan gamifikasi pada sebuah game yang berisi materi pembelajaran. Gamifikasi yang berada didalam game ini memiliki tujuan untuk memotivasi dan semangat dalam menerima materi yang disampaikan. Melakukan evaluasi dan pengujian menggunakan metode Game Experience Questionnaire (GEQ). Penelitian ini merancang game Nabi Nuh Adventure yang dirancang ini diangkat dari salah satu tokoh alkitab yaitu Nabi Nuh yang menyelamatkan seluruh binatang dari air bah menggunakan bahtera. Didalam bahtera Nuh terdapat bermacam-macam jenis hewan seperti hewan buas, unggas, primata, dan ada juga ukuran hewan yang besar maupun yang kecil. Dalam game Nabi Nuh Adventure, hewan-hewan yang ada didalam bahtera Nuh dijadikan karakter, dengan berbagai macam hewan yang ada dan berbagai macam jenis suaranya. Pengujian game Nabi Nuh Adventure dilakukan dengan metode GEQ didapatkan hasil pada komponen Core Module yang dirasakan oleh pemain adalah positive affect dan competence dengan hasil rata-rata yang diperoleh sebesar 4,61 dan 4,49. Hasil komponen Post-Game Module yang dirasakan oleh pemain adalah positive experience dengan nilai rata-rata sebesar 4,78. Hasil dari nilai tersebut dapat diartikan bahwa user merasakan kepuasan dan senang serta memiliki pengalaman dan motivasi belajar dengan memainkan game Nabi Nuh Adventure. Kata kunci: Game-Based Learning, Gamifikasi, dan Game Experience Questionnaire Analysing And Designing the Game Experience In The Game "Nabi Nuh Adventure” Abstract Materials can be delivered through a variety of learning models. One potential approach is the integration of gamification into game-based learning, wherein learning content is integrated into a game environment. The utilization of gamification in this game is intended to inspire and generate enthusiasm for the material being presented. To conduct testing and evaluation, the Game Experience Questionnaire (GEQ) is utilized. This study develops the video game "Nabi Nuh Adventure," which draws inspiration from the biblical figure of Prophet Noah and his role in rescuing all living things from the deluge by means of an ark. There are numerous species of animals contained within Noah's ark, including primates, wild animals, birds, and both large and tiny animals. Within "Nabi Nuh Adventure," the inhabitants of Noah's ark are personified as characters, each of which utters a unique set of noises. The GEQ method is employed to evaluate the "Nabi Nuh Adventure" game. The findings indicate that the players' perceptions of the Core Module components are as follows: competence and positive affect, with mean scores of 4.61 and 4.49, respectively. The participants' perception of the Post-Game Module component yielded an average score of 4.78, indicating a positive experience. The obtained scores suggest that individuals derive learning experience and motivation from playing the "Nabi Nuh Adventure" game, in addition to experiencing satisfaction and pleasure. Keywords: Game-Based Learning, Gamification, and Game Experience Questionnaire

Journal of Animation & Games StudiesVol. 11(2)
Duta Wacana Christian University (ID)
Openalex Percentile: Top 85%
Edcuational Technology Systems
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