视觉小说游戏作为印尼独立历史学习媒体的发展

Muhammad Hanif Khoiruddin, Zain Hazmi Zain Bahari, Mariwan Salih Kaka, Suchart Saenpich
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引用次数: 0

摘要

研究目的:本研究旨在利用印尼独立历史的素材开发一款基于android的视觉小说游戏,并通过对印尼独立历史视觉小说游戏应用的可行性测试来确定其可行性水平。研究方法:本研究为研究开发型。研究和开发是指在产品制造过程中进行研究和创新的研究。本研究中的系统开发使用了进化原型方法。通过这种方法,可以不断地开发原型,直到原型完成系统所要求的功能和程序。主要发现:结果表明,使用renpy作为引擎促进了视觉小说独立游戏应用程序的制作过程。那么,独立游戏应用是好的,可以说是合适的学习媒介。从可行性测试总结来看,视觉小说默迪卡游戏的可行性百分比平均为76.6%。这个百分比被归类为具有良好的资格。在独立游戏应用的材料方面,也符合高中11年级或职业学校教材的需求。本研究的新颖性/原创性:本应用程序重量轻,易于理解,体积小,因此更容易使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development of Visual Novel Games as Learning Media for the History of Indonesia's Independence
Purpose of the study: This study aims to develop an Android-based visual novel game using material from the history of Indonesian independence and to determine the level of feasibility by going through a feasibility test on the Visual Novel Game application of the History of Indonesian Independence. Methodology: This research is research and development type. Research and development is research with the aim of conducting research and innovating in making a product. System development in this study uses the Evolutionary Prototype method. With this method, the prototype can be continuously developed until the prototype fulfills the functions and procedures required by the system. Main Findings: The results showed that the use of renpy as an engine facilitated the process of making the Visual Novel Independence Game application. Then, the independence game application is good and can be said to be appropriate as a learning medium. From the feasibility test summary, the feasibility percentage of the Visual Novel Merdeka game has an average of 76.6%. This percentage is categorized as having good eligibility. In terms of the material for the independence game application, it is also in accordance with the needs of teaching materials for grade 11 high school or vocational school. Novelty/Originality of this study: This application is light, easy to understand and has a small size so that it will make it easier to use.
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