Pendampingan Pembuatan Video Game untuk SMAN 3 Batusangkar

Aina Hubby Aziira, R. Akbar, Adi Arga Arifnur, Afriyanti Dwi Kartika, Dwi Welly Sukma Nirad, Febby Apri Wenando, Ullya Mega Wahyuni
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Abstract

Student creativity in the field of research can develop a method that has excellent potential to be utilized by the wider community. SMAN 3 Batusangkar students have high creativity and interest in participating in research olympiads, such as designing a video game structure as a therapeutic tool to help children with Attention Deficit Hyperactivity Disorder (ADHD) in problems with hyperactivity, impulsivity, and inattention. The designed video game is part of their research plan proposed in the Indonesian Student Research Olympiad. However, the lack of understanding of the students in making video games with the concept of visual attention for children with ADHD to be used in research is a problem in itself. Therefore, the community service team in the Information Systems Department, Universitas Andalas, assisted in making video games to increase the understanding of the SMAN 3 Batusangkar team on making video games. This activity aimed to disseminate process knowledge related to making simple video games to support innovations that benefit society. Assistance was carried out intensively at the Basic Laboratory of the Information Systems Department to help the SMAN 3 Batusangkar team complete a series of research plans proposed for the Olympics, especially at stages related to making video games.
为斯曼3号巴登古斯特投资电子游戏
学生在研究领域的创造力可以发展出一种极具潜力的方法,可以被更广泛的社区所利用。Batusangkar的学生在参与研究奥林匹克竞赛方面具有很高的创造力和兴趣,例如设计一个视频游戏结构作为治疗工具,以帮助患有多动症(ADHD)的儿童解决多动症、冲动和注意力不集中的问题。设计的视频游戏是他们在印度尼西亚学生研究奥林匹克竞赛中提出的研究计划的一部分。然而,学生在制作视频游戏时缺乏对ADHD儿童视觉注意概念的理解,并将其用于研究本身就是一个问题。因此,安达拉大学资讯系统系的社区服务团队协助制作电子游戏,以增加《SMAN 3 Batusangkar》团队对制作电子游戏的了解。这项活动旨在传播制作简单电子游戏的过程知识,以支持有益于社会的创新。资讯系统部的基础实验室集中提供协助,协助sman3 Batusangkar小组完成一系列为奥运会提出的研究计划,特别是与制作电子游戏有关的阶段。
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