通过游戏“印度琐事”增加对印度尼西亚印度教帝国历史的了解

Q4 Business, Management and Accounting
Pieter Theodorus Handoko, E. Nugroho, Bernadinus Harnadi
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引用次数: 1

摘要

大多数年轻人认为历史不够重要,不值得学习,他们更有可能选择玩游戏。本研究旨在开发游戏“Indo Trivia”,这是一个关于印度尼西亚历史的游戏,特别是爪哇岛上印度教王国的历史。在这个游戏中,有Tarumanegara王国,Hindu Mataram, Kediri, Singasari和Majapahit王国的历史。这篇论文报告包含了如何将游戏作为学习历史的媒介,特别是印度王国的历史,以及提供关于印度尼西亚历史的测验。这里所使用的游戏开发方法便是瀑布模式。游戏测试方法是通过提出一个假设,并使用问卷测试工具进行测试。如果受访者完成了“印度琐事”游戏,将会收到一份调查问卷。从研究结果来看,便利性、有用性和愉悦性这三个变量与重复使用欲望这一变量相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Increasing Knowledge About History of Hindu Empire in Indonesia with Game “Indo Trivia”
Most young people think that History is not important enough to learn and they are more likely to choose to play games. This study aims to develop the game "Indo Trivia" which is a game about the history of Indonesia, especially the history of the Hindu kingdom on the island of Java. In this game, there is a history of the Tarumanegara kingdoms, Hindu Mataram, Kediri, Singasari, and Majapahit kingdoms. This thesis report contains about how to make games as a medium of learning about history, especially history during the Hindu kingdom as well as providing a quiz about the history of Indonesia. The game development method used is the waterfall. The game testing method by proposing a hypothesis that is tested using a questionnaire test tool. a questionnaire will be given if the respondent has finished playing the game "Indo Trivia". From the results of the study, it was found that the variables of convenience, usefulness, and pleasure correlated with the variable of desire to reuse.
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来源期刊
European Journal of Business Science and Technology
European Journal of Business Science and Technology Business, Management and Accounting-Business and International Management
CiteScore
0.80
自引率
0.00%
发文量
7
审稿时长
18 weeks
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