Pembuatan Game Edukasi Tebak Gambar Berbasis Andoid
Abstract
The current development of technology provides great opportunities in the field of education, one of which is through educational game media. This research aims to design and develop an Android-based educational game that can be used as an interactive learning medium for early childhood, specifically for students of Pajar Harapan Kindergarten in South Bengkulu Regency. This game features a picture guessing concept with three main themes: names of animals, names of fruits, and Indonesian national heroes, where players must arrange letters or answer multiple-choice questions based on the images displayed. The development method used is the Waterfall model, which includes stages of analysis, design, implementation, testing, and maintenance. Testing results indicate that this game can enhance children's interest in learning by presenting material in a fun and interactive manner. Feedback from teachers and students regarding this application is also positive, indicating that the game is effective as an alternative learning medium. It is hoped that this application can continue to be developed and used more widely in early childhood education environments
Downloads
References
Eng. Technol.
[2] Afista Galih Pradana, 2019. Rancang Bangun Game Edukasi “AMUDRA”AlatMusik Daerah Berbasis Android, Universitas PGRI Madiun, Madiun
[3] Ali Mulyanto, Sarah Aulia Fathi Salam. Penerapan Metode Waterfall Pada Aplikasi Toko Online Bima Kirana Cibitung. Program Studi Teknik Informatika, Fakultas Sains dan Teknologi Universitas Panca Sakti Bekasi
[4] Deni Murdiani, Heri Hermawan, 2022. Perbandingan Metode Waterfall Dan Rad (Rapid Application Development) Pada Pengembangan Sistem Informasi. STMIK Muhammadiyah Jakarta. Jakarta
[5] Dicky Hariyanto, Ricki Sastra, Ferina Eka Putri, 2021, Implementasi Metode Rapid Application Development Pada Sistem Informasi Perpustakaan. Universitas Bina Sarana Informatika, Jakarta
[6[ Dyan Yunanto, 2021. Game Edukasi Puzzle Rumah Adat Tradisional Indonesia
Berbasis Android, Universitas Teknokrat Indonesia, Lampung
[7] E. Ali, Rekayasa Perangkat Lunak. Yogyakarta: CV MFA, 2019.
[8] Fahrur Rozi & Ayunda Kristari. 2020, Pengembangan Media Pembelajaran Game Edukasi Berbasis Android Pada Mata Pelajaran Fisika Untuk Siswa Kelas Xi Di Sman 1 Tulungagung, Pendidikan Teknologi Informasi, STKIP PGRI Tulungagung
[9] Liyando Hermawan Hasibuan, Kusbianto Maruf, Mobile Aplikasi Berbasis Android Untuk Sistem Usulan Publik Operasional Dan Pemiliharaan Kota Palangka Raya, Universitas Budi Luhur, Jakarta Selatan.
[10] M. Ichwan, Fifin Hakiky, Pengukuran Kinerja Goodreads Application Programming Interface (Api) Pada Aplikasi Mobile Android (Studi Kasus Untuk Pencarian Data Buku). Jurusan Teknik Informatika Institut Teknologi Nasional Bandung.
[11] M. Kasyif Gufran Umar, Junaidi Sabtu, Rachmat Saleh Sukur, 2022.
[12] Implementasi Metode Rapid Aplication Development (Rad) Dalam Rancangan Sistem Informasi Pelayanan Administrasi. Akademi Ilmu Komputer Ternate. Ternate
[13] Setiaji, Ricki Sastra. Implementasi Diagram UML (Unified Modelling Language) Pada Perancangan sistem informasi penggajian. Universitas Bina Sarana Informatika, Fakultas Teknik dan Informatika
[14] Sri Mardiyati, Lusi Ariyani. Perancangan Aplikasi Security Lock Berbasis
Android. Informatika Universitas Indraprasta PGRI
[15] Sukatmi & Endah Septia Pitri, 2018. Aplikasi Absensi Siswa Berbasis Web Dengan Dukungan Sms Gateway Pada Smk Kridawisata Bandar Lampung. D3- Manajemen Informatika, AMIK Dian Cipta Cendikia Bandar Lampung. Lampung
Copyright (c) 2025 Dewantara Dewantara; Khairil Khairil, Achmad Fikri Sallaby

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
An author who publishes in Jurnal Media Infotama agrees to the following terms:The author holds the copyright and grants the journal the right of first publication of the work simultaneously licensed under the Creative Commons Attribution-Share Alike 4.0 License which allows others to share the work with acknowledgment of the work's authorship and initial publication in this journal.Submission of a manuscript implies that the submitted work has not been previously published (except as part of a thesis or report, or abstract); that it is not being considered for publication elsewhere; that its publication has been approved by all co-authors. If and when a manuscript is accepted for publication, the author retains the copyright and retains the publishing rights without limitation.
For new inventions, authors are advised to administer the patent before publication. The license type is CC-BY-SA 4.0.
MEDIA INFORMATION REVIEW: Journal of the Faculty of Computer Science is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.You are free to:Share
— copy and redistribute material in any medium or formatAdapt
— remix, modify and develop materialfor any purpose, even commercial.
The licensor cannot revoke this freedom as long as you follow the license terms