pria putra nadi, Dylan (2026) PERANCANGAN GAME VISUAL NOVEL 2D TOKOH-TOKOH PAHLAWAN NASIONAL. Diploma thesis, POLITEKNIK NEGERI MEDIA KREATIF.
perancangan Game visual novel 2D tokoh - tokoh pahlawan nasional-1-11.pdf - Accepted Version
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Abstract
ABSTRAK
This study aims to design and develop a 2D Visual Novel educational game themed on Indonesian National Heroes for the Android platform as an interactive learning medium for elementary school students to enhance their learning interest and understanding of national heroes. The development process employed the Game Development Life Cycle (GDLC), which consists of the Initiation, Pre-Production, Production, Testing, Beta Testing, and Release stages. This study adopted a mixed methods approach using Black Box Testing, the System Usability Scale (SUS), and interviews. The results indicate that the educational game was successfully developed according to the specified requirements, with all features functioning properly based on the Black Box Testing results. Furthermore, the game demonstrated a good level of usability based on the SUS evaluation. In addition, the game improved students' understanding of Indonesian national heroes. Therefore, the Android-based 2D Visual Novel educational game is considered feasible as an engaging, innovative, and effective interactive learning medium to support history learning in elementary schools.
Keywords: Educational game, 2D Visual Novel, Android, Game Development Life Cycle (GDLC), System Usability Scale (SUS)
Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi 2D Visual Novel bertema Tokoh-Tokoh Pahlawan Nasional berbasis Android sebagai media pembelajaran interaktif bagi siswa sekolah dasar guna meningkatkan minat belajar dan pemahaman terhadap materi tokoh-tokoh pahlawan nasional. Metode pengembangan yang digunakan adalah Game Development Life Cycle (GDLC), yang meliputi tahapan Initiation, Pre-Production, Production, Testing, Beta Testing, dan Release. Penelitian ini menerapkan pendekatan mixed methods dengan menggunakan Black Box Testing, System Usability Scale (SUS), dan wawancara. Hasil penelitian menunjukkan bahwa game berhasil dikembangkan sesuai kebutuhan, seluruh fitur berfungsi dengan baik berdasarkan hasil Black Box Testing, serta memiliki tingkat usability yang baik berdasarkan hasil SUS. Selain itu, game mampu meningkatkan pemahaman siswa terhadap materi tokoh-tokoh pahlawan nasional. Dengan demikian, game edukasi 2D Visual Novel berbasis Android yang dikembangkan layak digunakan sebagai media pembelajaran interaktif yang menarik, inovatif, dan efektif untuk mendukung pembelajaran sejarah di sekolah dasar.
Kata kunci: Game edukasi, Visual Novel 2D, Android, GDLC, System Usability Scale (SUS).
| Item Type: | Thesis (Diploma) |
|---|---|
| Additional Information: | 1. Nabila Rida Tri Nisa S.Stat M.Stat sebagai Dosen pembimbing I; 2. Sanjaya Pinem S.Kom M.Sc Sebagai dosen pembimbing II; |
| Uncontrolled Keywords: | Educational game, 2D Visual Novel, Android, Game Development Life Cycle (GDLC), System Usability Scale (SUS)Game edukasi, Visual Novel 2D, Android, GDLC, System Usability Scale (SUS). |
| Subjects: | 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 005 Pemrograman komputer, program dan data 600 – Teknologi (Ilmu Terapan) > 600 Teknologi (ilmu terapan) > 600 Teknologi |
| Divisions: | Jurusan Desain > Program Studi Teknologi Rekayasa Multimedia |
| Depositing User: | Dylan pria putra nadi |
| Date Deposited: | 03 Sep 2026 02:16 |
| Last Modified: | 03 Sep 2026 02:16 |
| URI: | https://repository.polimedia.ac.id/id/eprint/6666 |
