Development of Education Game for Fruit Recognition based in
Mobile Device
Greis Maulu, Olivia Eunike Selvie Liando, Arje Cerullo Djamen, Julyeta Paulina Amelia Runtuwene,
Parabelem Tinno Dolf Rompas, Trudi Komansilan, and Sondy Campvid Kumajas
Universitas Negeri Manado, North Sulawesi, Indonesia
Keywords: Mobile Education Game; Early Childhood Program; Multimedia Development Life Cycle.
Abstract: The purpose of this research is to design Education Game for fruit recognition based in mobile device which
will be used in learning process. This research uses development method of Multimedia Development Life
Cycle system which has six stage, namely Design, Obtaining Content Material, Assembly, Testing and
Distribution. After conducting experiments conducted by the makers and material experts, the researcher
concludes that the educational game of fruit name recognition has been feasible for use in the learning
process and has been in accordance with the concept of product design, and from the test results that been
done the application has been running well based on the purpose development and no errors occurred during
the operation of the application.
1 INTRODUCTION
The application of games for educational media or
what is called education game stems from the rapid
development of video games and makes it an
alternative medium for learning activities.
Educational game is very interesting to develop.
There are several advantages of educational games
compared to conventional learning methods. One of
the players enjoys the learning process because of
the interaction of the game.
Early childhood It is generally difficult to
concentrate on an activity for a long time. He always
quickly turns his attention to other activities. They
will interact longer with an activity that is fun,
varied, and not boring. Early childhood is also very
curious about the world around them so they often
observe new things to fulfill their curiosity about
something they see.
Children aged 2-4 years develop their brain
growth very quickly towards things around them,
and they need to be introduced to new things, among
which are about Fruit. They still do not know the
kinds of fruit, they only know the fruit around them
that they often consume, whereas in fact there are
still many other kinds of fruit that are not yet known,
therefore a media about fruit recognition and in the
form of games is needed for help introduce various
kinds of fruit.
Based on the above background, the researchers
are interested in making research on
"DEVELOPMENT OF MOBILE-BASED FRUIT
NAME EDUCATION GAMES".
With the educational game, it is expected that
children can learn while playing so that they feel
happy and excited in the learning process taking
place and in their daily environment.).
2 THEORETICAL BASIS
2.1 Game
Games according to Jhon M Echols and Hasan
Shadily1 (in Marshel Julio Rogi 2014) Games in the
Indonesian English dictionary means playing,
playing or matching English words called "games"
(nouns), "to play (verbs)", "Toys" (nouns) are
derived from the main word means to do deeds for
the purpose of having fun (with certain tools or not);
something to do with what you like, just as original.
The game is an act that contains preoccupation and
is carried out on its own will, free without coercion
with the aim of gaining pleasure when doing the
activity.
Maulu, G., Liando, O., Djamen, A., Runtuwene, J., Rompas, P., Komansilan, T. and Kumajas, S.
Development of Education Game for Fruit Recognition based in Mobile Device.
DOI: 10.5220/0009010303070310
In Proceedings of the 7th Engineering International Conference on Education, Concept and Application on Green Technology (EIC 2018), pages 307-310
ISBN: 978-989-758-411-4
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
307
2.2 Type of Game
Based on the type of game that is usually played on
cellphones and computers, including:
a. Adventurous Action
This genre combines action and adventure
gameplay, for example players are invited to explore
underground caves while defeating enemies, and
looking for ancient artifacts, or crossing rivers.
b. Simulation, Construction, and Management
In this game given the freedom to build in a
particular project with limited raw materials.
c. Arcade
Arcade games are game genres that are not
focused on stories, but are only played "just for fun"
or to chase after points / highscore.
d. Word game
This game is often designed to test skills with
language or to explore its properties. Word games
are generally used as a source of entertainment, and
have been proven to be used for education as well.
Based on the description above it can be concluded
that the game is a result of the multimedia process in
the form of tools for fun can be used as a medium to
play while learning.
2.3 Education
According to Sugihartono2 (in Dewi) education
comes from students, or educates which means
maintaining and forming exercises. While in the big
dictionary Indonesian (1991) education is defined as
the process of changing attitudes and behavior of a
person or group of people in business and training.
Based on the description, it can be concluded that
education is a conscious and continuous effort
carried out by the government, family and society
for the purpose of transforming an individual into a
better direction and direction, in all aspects of his
life.
2.4 Education Game
Educational games are games that are designed
or made to stimulate thinking including increasing
concentration and solving problems3.
So, based on this description it can be concluded that
educational games are one form of game that can be
useful to support the teaching and learning process
in a more fun and more creative way, and is used to
teach or increase user knowledge through an
interesting and unique media.better direction and
direction, in all aspects of his life.
2.5 Theory of Children
Early age is a period of development and growth
that greatly determines the future development.
Various studies conducted by experts concluded that
children's education from an early age can improve
achievement and increase the productivity when
he/she become of an adult at work4.
3 RESEARCH METHODOLOGY
3.1. Data Collection Techniques
In this research process, it requires data that is
truly accurate, relevant, valid, and reliable so that it
gets the expected results. First, do research to collect
information data in the following ways:
3.1.1. Literature Study
This study was conducted by studying books and
browsing on the internet related to the development
of mobile-based educational games and various data
related to the data needed in the study.
3.1.2. Similar Literature Studies
The author makes comparisons to similar studies
that have been done before, by visiting a library or
with seeing similar thesis.
3.2 Development Methodology
According to Luther (in Iwan Binanto)
Multimedia Development Life Cycle as shown in
Figure 1. This development methodology consists of
six stages, namely Concept (design), Design
(Design), Obtaining Material Content (Material
Collection), Assembly (Testing), Testing (Testing),
and Distribution. This development method is very
suitable in the process of developing an application
system as a goal to obtain the expected application
results.
Figure 1: Multimedia Development Life Cycle.
EIC 2018 - The 7th Engineering International Conference (EIC), Engineering International Conference on Education, Concept and
Application on Green Technology
308
4 RESEARCH RESULTS AND
DISCUSSION
4.1. Research Results
4.1.1. Application Making Process
a. Concept
The design of educational games for childrens
was made based on MOBILE with .apk format. The
description of the concept of this application is as
follows. The picture is in Figure 2.
Figure 2. Hierarchy Menu.
b. Design
After the concept process is complete, the next
stage is Game Design. At this stage the researcher
will begin the application design, the researcher will
do the storyboard design and design the navigation
structure in the form of a menu hierarchy.
c. Obtaining Content Material
At this stage, the manufacturer has collected
materials and materials that are suitable for
applications such as scripts, images, animation, and
audio. Taken from various sources and others are
made by the author.
d. Assembly
For the manufacturing process in the Educational
Game Application Introduction to the Fruit,
hardware and software are needed to support the
manufacturing process.
1) Application Creation
After processing Background, Sound, Buttons,
Animation, the image that will be used in making
the game application has been finished, then the next
process is the creation of application games using
Construct 2-r245 where all image files, existing
material are processed and make a project with
HTML5 format.
Results on the process The storyboard design
that has been designed can be seen in the following
figure:
The Welcome scene is the result of the
Storyboard design in Figure 3.
Figure 3. Welcome Scene.
The game menu results are the result of the
Storyboard design in Figure 4.
Figure 4 Menu Scene.
Game selection results are the result of the
Storyboard design in Figure 5.
Figure 5 Game Selection.
After going through several production
processes, the next stage is the export process to
Apk.
Development of Education Game for Fruit Recognition based in Mobile Device
309
e. Testing
After the game has been finished, then the system
will be tested and tried by the user. The test aims to
find out whether this educational game is in
accordance with the plan and whether it is
functioning properly or cannot be used.
Developer Test
For testing games that have been created or
designed researchers use software with the following
specifications: - ASUS_Z007
a). Version of Android 4.4.2 Kitkat
b). A Fruit Recognition Game has been installed
f. Distribution
After testing the application phase, the Compile
application formatted in the final stage is done so
that it can run on an Android smartphone device.
4.1.2. Validation of Media Quality by Expert
Material Teachers
The material expert who became the validator in
this study had the following requirements, namely:
Kindergarten teacher, has competence in the field of
learning media especially knowing educational
games and can operate Android smartphones.
Phase I Questionnaires and Applications with
learning formats were evaluated by previously
providing educational game products. The material
expert gave an assessment of the quality of the
media on the material aspect with an average of 4.27
including the "very good" criteria.
Data obtained from the validation results are then
analyzed and used as a basis for revising this
learning media product. Data from material expert
validation consisted of 30 items in the learning
media product assessment questionnaire. Based on
the data obtained from the assessment of material
experts in Phase II regarding this learning media
product is "very good" with a mean score of 4.63.
4.2. Discussion
In the process of developing this Mobile Fruit-
Based Fruit Learning Education Game, it takes
various stages that must be considered so that the
maker can get satisfactory results, because in the
development of the Application requires testing so
that the manufacturer can find out the application
can work well or vice versa.
In the application the writer makes it more
directed to the voice button and the image than the
text, so that the child is easier to learn with the voice
button than having to spell letters one by one.
5 CONCLUSIONS AND
RECOMENDATIONS
This educational game application can be
developed and can be run using the MDLC method
(multimedia Development Life Cycle). Thus this
application can be used with the theme of Fruit
Recognition (Indonesian Fruit Recognition, English
Fruit Recognition, Alphabetical Fruit Name, Guess
Fruit), and this application has made learning easier
and children will know the names of fruits especially
in children's education early age.
There are suggestions that might help to make
this application more interesting
1. The application will be developed again to
support all types of mobile resolutions.
2. Adding another theme is also very useful to make
the application more interesting.
3. By adding game objects so that children are more
interested in using the application.
4. The application will be developed again so that it
can be used on all smartphone devices.
REFERENCES
Dewi. (2012). Pengembangan Game Edukasi Pengenalan
Nama Hewan Dalam Bahasa Inggris Sebagai Media
Pembelajaran Siswa SD Berbasis Macromedia Flash.
Yogyakarta: Universitas Negeri Yogyakarta.
Handriyantini E. 2009. Permainan Edukatif (Educational
Games) Berbasis Komputer untuk Siswa Sekolah
Dasar. Konferensi dan Temu Nasional Teknologi
Informasi dan Komunikasi untuk Indonesia (e-
Indonesia Initiative 2009 (eII2009)): Bandung, Jawa
Barat, Indonesia Vol 1
Iwan Binanto. 2015. Tinjauan Metode Pengembangan
Perangkat Lunak Multimedia Yang Sesuai Untuk
Mahasiswa Tugas Akhir. Seminar Nasional Rekayasa
Komputer dan Aplikasinya 2015
Rogi, Julio Marshel. (2014), Rancang Bagun Aplikasi
Permainan Edukasi Untuk Pengenalan Huruf Dan
Angka Bagi Anak Usia Dini. Tondano: Universitas
Negeri Manado.
Yusuf,, Syamsu L..N, Nani M.Sugandhi. 2014.
Perkembangan Peserta Didik. Jakarta. PT Raja
Grafindo Persada.
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Application on Green Technology
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