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International Journal of Multi Disipline Science (IJ-MDS)

e-ISSN: 2615-1707 http://dx.doi.org/10.26737/ij-mds.v1i1.439


This work is licensed under
a Creative Commons Attribution-NonCommercial 4.0 International License.

Developing Edugames Learning Media Based on Local


Culture
Henny Suharyati1),Griet Helena2)
Management of Education Program, Pakuan University, Bogor,
Indonesia1)&2)
henny.suharyati@unpak.ac.id

ABSTRACT
Technology has become the consumption of the wider community, one of
which is the entertainment needs for games. Many games are on the
market but the substance is not feasible for children's consumption as
well as the figures shown are derived from foreign cultures with themes
emerging about violence and sadism. In order to anticipate the above
situation, a study was developed to produce educational games learning
media based on local culture. This research will produce educational
games products that can be specially played by children aged 7 years
and over. The theme will be related to the education of character
development as an independent human figure, tough, hard worker and
noble character. The characters are taken from the historical story that
developed among the people in the area of West Java.

INTRODUCTION
Technology has become the consumption of the wider community, one of which is the entertainment
needs for games such as games. Many games are on the market but the substance is not feasible for
children's consumption as well as the figures shown are derived from foreign cultures with themes
emerging about violence and sadism. Therefore it is necessary research that produce products in the
form of games based on local culture and themed moral education is good, especially children.
Currently not many games are excavated from local culture whether it's cultural background or the
hero characters are displayed that relate to the history of Indonesian culture. One example is about the
Sunda kingdom, Pakuan Pajajaran, which is very famous story in the area of West Java. But
knowledge about the history of Indonesian culture is very minimal owned by the child even they do
not know him. They know more familiar figures like Naruto. They do not know the figure of a young
man named Kian Santang (better known as Prabu Siliwangi) who have the power can move places in
the blink of an eye. He only mentioned where he was going and he was instantly in the place.
Games are generally divided into two parts namely, physical games and electronic games. Physical
game is a game that is often played like toy cars, dolls, and others. While electronic gaming is a more
modern game that is very interesting and phenomenal at this time. Almost everyone plays this
electronic game. Examples of this electronic game itself is Touch online, Point Blank, Audition
Ayodance, and more. Games like the example above that has a lot to make, there are even games on
the mobile smartphone or commonly called android. These games have a very complex database and
perfect so that makes the games very good. The problem is the games that have been made too
complex so it is not easily understood by many people, especially children.
The need for entertainment and games in the form of games has become a daily consumption for
people's lives, especially among children. But the need for the development of games that are based on
local culture to preserve the culture that grows in the community so it does not fade swallowed the
times. The solution is to create a 2D game that allows to make it easier for all people to understand,
especially children. Research like this also previously been made by Benny Yuniawan Pratama Bima
Cakti (2014) with the title Making RPG Game "The Legend of Zapatta" using RPG Maker VX. And
Mohamad Khairul Alim (2014) with the title Game 2D "Janoko Adventure" using RPG Maker VX.
But all the research game development that has been created has not explored the richness of
Indonesian culture. So that required games that can provide entertainment and also at the same time
provide knowledge and preserve the history of Indonesian culture. This fact is very important in the
formation of character building of the nation (character building) which is expected to form future
generations that are independent, tough, strong, hardworking and noble.
There are several types of games that can be classified as follows: 1.Maze Game, 2. Board Game, 3.
Card Game, 4. Racing Game, 5. Fighting Game, 6. RPG (Role Playing Game). In addition games can
also be developed into several parts such as:
1). Game Concept Design
In this section is determining the basic idea of the game as a whole and the type of game that is
developed is Role Playing Game (RPG). And in this section also determined the goals and target
games developed such as children, adolescents, or adults.
2). Game Game Implementation
Game engine is the core or main engine of the game that controls all activities and interactions that
occur in the game. In the development of this game, used RPG Maker VX as a game engine.
Understanding of local culture that is: a culture that grows and develops and is owned and recognized
by local ethnic communities. Local cultures usually grow and flourish in a particular tribal or area
society because of the hereditary heritage that is preserved. The culture of this region will arise when
the inhabitants of a region have had the same mindset and social life, thus becoming a habit that
distinguishes them from the rest of the population. Cultural areas began to look developed in
Indonesia in the days of previous kingdoms. It can be seen from the way of life and social interaction
of each royal community in Indonesia are different from each other. Each tribe scattered throughout
the territory of Indonesia has a different culture between one another. Indonesia is one of the richest
local cultures in the world, because Indonesia has 200 to 250 ethnic groups with different cultures.
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Edugames who have become a prototype is taking the story of the history of the Sunda kingdom in
West Java is the story of King Siliwangi very well known in the history of Sunda as a King of
Pajajaran. One of the ancient manuscripts that describes the journey of Prabu Siliwangi is the book of
Suwasit.Book written by using ancient Sundanese inside a white Tiger skin found in the village of
Rajagaluh Pajajaran west java. King Siliwangi a great king choose the magic Mandraguna, Arif &
Bijaksana Ruled his People in Pakuan Pajajaran kingdom. He is the son of King Prabu Anggalarang or
King god Niskala King of the Elephant kingdom of the Galuh dynasty who ruled in Surawisesa or
Kraton Galuh in Ciamis West Java. Initially Prabu Siliwangi embraced Islam but after the death of his
beloved wife he re-embraced his ancestral religion Sunda Wiwitan. His son Kian Santang and his
grandson Sunan Gunung Jati, Syarif Hidayatullah, tried to invite King siliwangi again embraced
Islam. But rejected and finally to avoid bloodshed, with the supernatural powers of King Siliwangi
obliterate himself and the kingdom of Pajajaran moved into the unseen and everything turned into a
wilderness and believed Prabu Siliwangi transformed into a white tiger..

METHOD
The process of designing Edugames-based learning media based on local culture for the Child
as a whole through several stages of research. These stages include system planning in
accordance with user requirements, system analysis, system design, system implementation,
and support of the system. Output from system planning generated requirements that suit the
needs of users. Here is an explanation of the stages carried out in the research that will be
implemented:
1. Library Studies and Feasibility
The literature study is a source of knowledge on this research which is carried out through the
search of some educational experts (education practitioners and academics) English and
literature in various forms of documents. The literature study is an in-depth study of
information and communication excavation to be justified by an expert on content of
edugames.
2. Data collection
Data collection is done by several processes including:
a. Edugames search which includes the instructional materials, models, and learning methods
currently in use.
b. Interview with a number of experts and practitioners edugames in the computer lab
environment Famipa Computer Science Department at the University of Pakuan Bogor.
c. Conducting a field survey to Bantarjati 8 State Elementary School in North Bogor District
with the aim of obtaining a general overview of the preparation, operation and mechanism
for using edugames among students aged 7 to 12 years.
The research method applied to the development of "Making Game" Little Kingdom of
Padjajaran "using RPG Maker VX Ace" is using Multimedia Development Life Cycle
(MDLC) method. The work stages that must be passed is to create a concept and then design,
collecting material, assembly, testing and final stage of the distribution.
RESULTS AND DISCUSSIONS

Every child ages 7 to 12 loves the game, but a lot of games that take up children's free time, are not
useful because the game is violent and should not be seen by children. This leads to parental unrest.
Many game products that smelled of foreign culture so that children do not know the history and
culture of its own nation. This situation is very influential on character education and moral of the
children as the successor of this nation.
The low knowledge of the nation's history and culture will cause the quality of Indonesian human
beings vulnerable to foreign cultural influences and ignore their own history and culture. This will
certainly have the potential to damage the nation and character of the nation that is noble and loaded
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with local wisdom in maintaining the history and culture of the nation to strengthen the unity of the
Republic of Indonesia.
Based on this fact, it is necessary to develop learning media loaded with local content both history
and Indonesian culture. Learning in the form of games such as edugames is considered appropriate in
tackling the issue of moral degradation and the next generation of this nation. The products will be
displayed in the form of historic and cultural loading of each tribe in Indonesia, for example the
Sundanese tribe by displaying the history of Pakuan Pajajaran with the characters who spread the
religion of Islam in tatar Sunda. It is hoped that the nation's successor children will recognize and
understand the history and culture of the nation and strengthen its identity so that it is not easy to be
influenced by foreign culture.
1. Storyline and Character Development
The first step is to create a storyline board and character development of the selected story material.
The selection of research objects about the local culture raised is the history of Pakuan-Pajajaran
kingdom. Nuance of localization that emerges is the history of the Sunda kingdom with the main
character Prabu Siliwangi. Stories in RPGs must be creative, innovative, and flowing along with the
development of the main character and supporting figures. Usually the story in RPG contains elements
like the following: a. The hero, b. The hero's partner, c. Comrades of the hero, d. The traitor, e. The
ultimate enemy is hidden.
2. Stage of concept is to determine the purpose and the user of the program (audience identification),
the kinds of applications (presentations, interactive, etc.), application objectives (information,
entertainment, training, etc.), and general specifications. Basic rules for design are also specified at
this stage, such as app sizes, targets, and more.
a) Executive Summary
The project created is a mini game, which is game advanture. Where to finish a game like this
is to complete the mission in each stagenya and level up. The storyline of this game is taken
from the story of royal history alignment, then recycled the ceiling and lifted into a game by
the author. This game will be based on desktop PC. For the work of this game itself is divided
into several workmanship by the author.
b) Detail Concept of the game Little Kingdom of Padjajaran is a 2D PC game. This game wil
consist of several parts / stage. Where players must complete each stage in order to achieve
the ultimate goal of this game. If it fails in one stage the player will repeat the game from the
initial stage.
c) Core Game Play
Little Kingdom game This Padjajaran is a desktop PC game. To play this game the control only
needs to be done by using the keyboard.
3. Stage Design is to make a detailed specification of the program architecture, style, appearance and
material needs / materials for the program. Specifications are made in detail so that in the next stage,
collecting and assembling materials are not required for new decisions, but using what is already
specified in the design stage. However, the frequent addition of materials or parts of the application is
added, omitted, or modified at the start of project work. This stage usually uses a storyboard to
describe the description of each scene, by listing all the multimedia objects and links to other scenes
and flowcharts to illustrate the flow from one scene to another.
4. Phase of Material Collecting is done making the main character image to be used in this game, the
animation for the movement used by the character later and the sound of narration which will be the
effect when NPC deliver the message, and others needed for the next stage.
5. Stage Assembly is the stage where all multimedia objects are created. Application creation based on
flowchart view, navigation structure, or object diagram coming from the design stage. From this stage
using RPG Maker VX Ace software.
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6. Testing Stage will include structural testing, functional trials, and validation trials. Structural testing
is done to determine whether the system has been well structured and correct in accordance with the
design that has been made to adjust the interface premises layout design. Functional testing, based on
the navigation process and validation contained in the system whether it is running in accordance with
the design of the navigation structure and its functions. A validation test is performed to ascertain
whether the system logic function is working properly.
7. Distribution Stage. This stage of application will be stored in a storage media. This stage can also
be called the evaluation stage for the development of ready-made products to become better. The
results of this evaluation can be used as input for the concept stage in the next product.

CONCLUSION
Based on the results of existing research, many games are made as already done by Benny Yuniawan
Pratama Bima Cakti (2014) with the title Making RPG Game "The Legend Of Zapata" using RPG Maker
VX. Have a goal to create the game of the legend of Zapata is simple and interesting and easy to play, so
that later will grow and train the dexterity and thinking power of the player. Mohamad Khairul Alim
(2014) titled 2D Game Game "Janoko Adventure" using RPG Maker VX has a goal to be an interesting
game and can be played by all ages because it does not contain elements of violence and pornography
in it. Arief Syuhada (2014) with the title Designing Game Application Design Build Numbers Using Exact
String Methods that have a purpose to apply the Exact String method. All games are still general. We
therefore conducted a study that included elements of local culture in edugames entitled: Little
Kingdom of Pajajaran. With the inclusion of local culture is expected the games
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are not solely aimed just to entertain but to be an entertaining edugames as well as there is a learning
history of Indonesian Culture in it and strengthen the character building learning about the strong
leaders of powerful, hardworking, noble morals. Edugames are still in the form of prototype and will do
further research that makes edugames based on local culture in the form of ready-made products and
then ready to be disseminated and marketed. Furthermore edugames content can be developed into
other local cultural forms that exist in Indonesia.

REFERENCES
Anggara, (2008). Memahami Teknik Dasar Pembuatan Game Berbasis Flash, Yogyakarta: Gava
Media.
Benny Yuniawan Pratama Bima Cakti 2014, Pembuatan Game RPG “The Legend Of Zapata”
menggunakan RPG Maker VX.
Gordon C. Everest, 1986. Database Management: Objectives, System Functions, and
Administration
http://www.temukanpengertian.com/2015/04/pengertian-budaya-lokal.html
http://kisahdanbabad.blogspot.co.id/2013/02/perjalanan-sang-prabu-silihwangi.html
H. A. Simon, 1987. Human Computer Interaction Handbook: Fundamentals, Evolving
Technologies
Ivan C. Sibero 2009, Langkah Mudah Membuat Game 3D. Elex Media Komputindo
John C Beck & Mitchell Wade 2013 The Kids are Alright: How the Gamer Generation is
Changing the Workplace.
Jasson, 2009. Role Playing Game (RPG) Maker. CV ANDI OFFSET, Yogyakarta, Hal 2
Mohamad Khairul Alim 2014, Pembuatan Game 2D “Petualangan Janoko” menggunakan RPG
Maker VX.
Mei , Yin Yong & Yu-jing, J., (2000). From using games in an EFL class for children. Daejin
University ELT Research Paper. Fall, 2000.
http://english.daejin.ac.kr/~rtyson/fall2000/elt/games.html retrieved 20 February 2010
retrieved 20 February 2010.
Nandi, 2006. Penggunaan Multimedia Interaktif Dalam Pembelajaran Di Persekolahan. Jurnal
“GEA” Jurusan Pendidikan Geogarafi Vol.6, No.1, April 2006.
Shneiderman's "Eight Golden Rules of Interface Design", University of Washington Online.
Home page on-line. Available from
Http://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/schneidermanGoldenRules.
html; Internet; accessed 13 April 2016.
Suheri, Agus. 2006. Animasi Multimedia Pembelajaran. Jurnal Informatika Volume 2-No.1 :
Periode Juli Desember 2006
Sutopo, Hadi, A., 2003, Multimedia Interaktif dengan Flash. Graha Ilmu, Yogyakarta.
Suyanto, Muhammad. 2004. Analisis & Desain Aplikasi Multimedia untuk Pemasaran.
Yogyakarta: Andi.
TERJEMAHAN :

Jurnal Internasional Multi Disipline Science (IJ-MDS)


e-ISSN: 2615-1707 http://dx.doi.org/10.26737/ij-mds.v1i1.439
Karya ini dilisensikan di bawah
Lisensi Atribusi-Non-Komersial Creative Commons 4.0.
Mengembangkan Media Pembelajaran Edugames Berbasis Budaya Lokal
Henny Suharyati1), Griet Helena2)
Manajemen Program Pendidikan, Universitas Pakuan, Bogor, Indonesia1) & 2)
henny.suharyati@unpak.ac.id

ABSTRAK
Teknologi telah menjadi konsumsi masyarakat luas, salah satunya
yang merupakan kebutuhan hiburan untuk permainan. Banyak game yang ada di
pasar tetapi substansi tidak layak untuk konsumsi anak-anak seperti
baik sebagai angka yang ditampilkan berasal dari budaya asing dengan tema
muncul tentang kekerasan dan sadisme. Untuk mengantisipasi hal di atas
situasi, sebuah penelitian dikembangkan untuk menghasilkan pembelajaran permainan pendidikan
media berdasarkan budaya lokal. Penelitian ini akan menghasilkan pendidikan
produk game yang dapat dimainkan khusus oleh anak-anak berusia 7 tahun
dan berakhir. Tema tersebut akan terkait dengan pendidikan karakter
pembangunan sebagai sosok manusia yang mandiri, tangguh, pekerja keras dan
akhlak mulia. Karakter diambil dari kisah sejarah itu
berkembang di kalangan masyarakat di daerah Jawa Barat.

METODE
Proses mendesain media pembelajaran berbasis Edugames berdasarkan budaya lokal untuk Anak
secara keseluruhan melalui beberapa tahapan penelitian. Tahapan-tahapan ini termasuk perencanaan
sistem di
sesuai dengan kebutuhan pengguna, analisis sistem, desain sistem, implementasi sistem,
dan dukungan sistem. Output dari perencanaan sistem menghasilkan persyaratan yang sesuai dengan
kebutuhan pengguna. Berikut adalah penjelasan tentang tahapan yang dilakukan dalam penelitian yang
akan dilakukan
diimplementasikan:
1. Studi Perpustakaan dan Kelayakan
Studi literatur adalah sumber pengetahuan tentang penelitian ini yang dilakukan melalui
pencarian dari beberapa ahli pendidikan (praktisi pendidikan dan akademisi) bahasa Inggris dan
literatur dalam berbagai bentuk dokumen. Studi literatur adalah studi mendalam tentang
penggalian informasi dan komunikasi untuk dibenarkan oleh seorang ahli konten
edugames.
2. Pengumpulan data
Pengumpulan data dilakukan oleh beberapa proses termasuk:
Sebuah. Pencarian Edugames yang mencakup materi instruksional, model, dan metode pembelajaran
sedang digunakan.
b. Wawancara dengan sejumlah ahli dan praktisi edugames di lab komputer
lingkungan Famipa Jurusan Ilmu Komputer di Universitas Pakuan Bogor.
c. Melakukan survei lapangan ke Bantarjati 8 Sekolah Dasar Negeri di Kabupaten Bogor Utara
dengan tujuan memperoleh gambaran umum tentang persiapan, operasi dan mekanisme
untuk menggunakan edugames di kalangan siswa yang berusia 7 hingga 12 tahun.
Metode penelitian diterapkan pada pengembangan "Making Game" Little Kingdom of
Padjajaran "menggunakan RPG Maker VX Ace" menggunakan Multimedia Development Life Cycle
(MDLC) metode. Tahapan kerja yang harus dilalui adalah menciptakan konsep dan kemudian mendesain,
mengumpulkan bahan, perakitan, pengujian dan tahap akhir dari distribusi.

HASIL DAN DISKUSI


Setiap anak usia 7 hingga 12 tahun menyukai permainan, tetapi banyak permainan yang menggunakan
waktu luang anak-anak, tidak
berguna karena gim ini bersifat keras dan tidak boleh dilihat oleh anak-anak. Ini menyebabkan
keresahan orang tua.
Banyak produk game yang berbau budaya asing sehingga anak-anak tidak tahu sejarah dan
budaya bangsanya sendiri. Keadaan ini sangat berpengaruh pada pendidikan karakter dan moral
masyarakat
anak-anak sebagai penerus bangsa ini.
Rendahnya pengetahuan sejarah dan budaya bangsa akan menyebabkan kualitas manusia Indonesia
makhluk rentan terhadap pengaruh budaya asing dan mengabaikan sejarah dan budaya mereka sendiri.
Ini akan
tentu memiliki potensi merusak bangsa dan karakter bangsa yang mulia dan sarat
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dengan kearifan lokal dalam menjaga sejarah dan budaya bangsa untuk memperkuat kesatuan
Republik Indonesia.
Berdasarkan fakta ini, perlu dikembangkan media pembelajaran yang sarat dengan konten lokal baik
sejarah
dan budaya Indonesia. Belajar dalam bentuk permainan seperti edugames dianggap tepat di
menanggulangi masalah degradasi moral dan generasi penerus bangsa ini. Produk-produknya akan
ditampilkan dalam bentuk pemuatan historis dan budaya setiap suku di Indonesia, misalnya
Suku Sunda dengan menampilkan sejarah Pakuan Pajajaran dengan tokoh-tokoh yang menyebarkannya
agama Islam di tatar Sunda. Diharapkan bahwa anak-anak penerus bangsa akan mengenali dan
memahami sejarah dan budaya bangsa dan memperkuat identitasnya sehingga tidak mudah terjadi
dipengaruhi oleh budaya asing.
1. Jalan cerita dan Pengembangan Karakter
Langkah pertama adalah membuat papan cerita dan pengembangan karakter dari materi cerita yang
dipilih.
Pemilihan obyek penelitian tentang budaya lokal yang diangkat adalah sejarah Pakuan-Pajajaran
kerajaan. Nuansa lokalisasi yang muncul adalah sejarah kerajaan Sunda dengan yang utama
karakter Prabu Siliwangi. Cerita dalam RPG harus kreatif, inovatif, dan mengalir bersama dengan
pengembangan tokoh utama dan tokoh pendukung. Biasanya cerita di RPG mengandung unsur-unsur
seperti berikut: a. Pahlawan, b. Mitra pahlawan, c. Kawan-kawan pahlawan, d. Pengkhianat, e. Itu
musuh utama disembunyikan.
2. Tahap konsep adalah untuk menentukan tujuan dan pengguna program (identifikasi penonton),
jenis aplikasi (presentasi, interaktif, dll.), tujuan aplikasi (informasi,
hiburan, pelatihan, dll.), dan spesifikasi umum. Aturan dasar untuk desain juga ditentukan pada
tahap ini, seperti ukuran aplikasi, target, dan lainnya.
a) Ringkasan Eksekutif
Proyek yang dibuat adalah gim mini, yang merupakan gim permainan. Di mana untuk menyelesaikan
permainan seperti ini
adalah menyelesaikan misi di setiap stagenya dan naik level. Alur cerita dari game ini diambil
dari kisah penyelarasan sejarah kerajaan, kemudian mendaur ulang langit-langit dan diangkat menjadi
permainan oleh
penulis. Game ini akan didasarkan pada PC desktop. Untuk karya game ini sendiri terbagi
menjadi beberapa pengerjaan oleh penulis.
b) Konsep Detil dari permainan Kerajaan Kecil Padjajaran adalah gim PC 2D. Game ini wil
terdiri dari beberapa bagian / tahap. Di mana pemain harus menyelesaikan setiap tahap untuk mencapai
tujuan akhir dari game ini. Jika gagal dalam satu tahap pemain akan mengulang permainan dari
tahap awal.
c) Main Game Inti
Game Little Kingdom Padjajaran ini adalah game PC desktop. Untuk memainkan game ini hanya kontrol
perlu dilakukan dengan menggunakan keyboard.
3. Tahap Desain adalah untuk membuat spesifikasi rinci dari arsitektur program, gaya, penampilan dan
kebutuhan material / bahan untuk program. Spesifikasi dibuat secara detail sehingga pada tahap
berikutnya,
mengumpulkan dan merakit materi tidak diperlukan untuk keputusan baru, tetapi menggunakan apa
yang sudah ada
ditentukan dalam tahap desain. Namun, seringnya penambahan bahan atau bagian dari aplikasi tersebut
ditambahkan, dihilangkan, atau dimodifikasi pada awal pekerjaan proyek. Tahap ini biasanya
menggunakan papan cerita untuk
uraikan deskripsi setiap adegan, dengan mencantumkan semua objek multimedia dan tautan ke adegan
lain
dan bagan alur untuk mengilustrasikan aliran dari satu adegan ke adegan lainnya.
4. Tahap Pengumpulan Bahan dilakukan membuat gambar karakter utama yang akan digunakan dalam
game ini,
animasi untuk gerakan yang digunakan oleh karakter kemudian dan suara narasi yang akan menjadi
efek ketika NPC menyampaikan pesan, dan yang lain dibutuhkan untuk tahap berikutnya.
5. Stage Assembly adalah tahap di mana semua objek multimedia dibuat. Pembuatan aplikasi
berdasarkan
tampilan flowchart, struktur navigasi, atau diagram objek yang berasal dari tahap desain. Dari tahap ini
menggunakan perangkat lunak RPG Maker VX Ace.
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6. Tahap Pengujian akan mencakup pengujian struktural, uji coba fungsional, dan uji validasi. Pengujian
struktural
dilakukan untuk menentukan apakah sistem telah terstruktur dengan baik dan benar sesuai dengan
desain yang telah dibuat untuk menyesuaikan inte rface desain tata letak tempat. Pengujian fungsional,
berdasarkan proses navigasi dan validasi yang terdapat dalam sistem apakah berjalan sesuai dengan
desain struktur navigasi dan fungsinya. Uji validasi dilakukan untuk memastikan apakah fungsi logika
sistem berfungsi dengan benar.7. Tahap Distribusi. Tahap aplikasi ini akan disimpan dalam media
penyimpanan. Tahapan ini bisa disebut tahap evaluasi untuk pengembangan produk siap pakai menjadi
lebih baik. Hasil evaluasi ini dapat digunakan sebagai masukan untuk tahap konsep dalam produk
berikutnya.

KESIMPULAN
Berdasarkan hasil penelitian yang ada, banyak game yang dibuat seperti yang sudah dilakukan oleh
Benny Yuniawan
Pratama Bima Cakti (2014) dengan judul Membuat Game RPG "The Legend of Zapata" menggunakan
RPG Maker
VX. Memiliki tujuan untuk menciptakan game legenda Zapata yang sederhana dan menarik serta mudah
dimainkan, jadi
yang nantinya akan tumbuh dan melatih ketangkasan dan kekuatan berpikir pemain. Mohamad Khairul
Alim
(2014) berjudul Game Game 2D "Janoko Adventure" menggunakan RPG Maker VX memiliki tujuan untuk
menjadi yang menarik
game dan bisa dimainkan oleh semua umur karena tidak mengandung unsur kekerasan dan pornografi
di dalamnya. Arief Syuhada (2014) dengan judul Merancang Desain Aplikasi Game Build Numbers
Menggunakan Tepat
Metode String yang memiliki tujuan untuk menerapkan metode String Exact. Semua game masih umum.
Karena itu kami melakukan penelitian yang memasukkan unsur-unsur budaya lokal dalam edugames
yang berjudul: Kerajaan Kecil Pajajaran. Dengan masuknya budaya lokal diharapkan permainan
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tidak semata-mata ditujukan hanya untuk menghibur tetapi untuk menjadi edugames yang menghibur
serta ada pembelajaran
sejarah Budaya Indonesia di dalamnya dan memperkuat pembelajaran membangun karakter tentang
para pemimpin yang kuat dari moral yang kuat, pekerja keras, dan luhur. Edugames masih dalam bentuk
prototipe dan akan melakukan penelitian lebih lanjut yang membuat edugames berdasarkan budaya
lokal dalam bentuk produk siap pakai dan kemudian siap disebarluaskan dan dipasarkan. Selanjutnya
konten edugames dapat dikembangkan menjadi bentuk budaya lokal lainnya yang ada di Indonesia.

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