HEROIC GAME DESIGN EDUCATION INTRODUCING HIMAYATUDDIN MUHAMMAD SAIDI BASED ON PLAYERCENTERED DESIGN FOR GENERATION-Z AGES 13-15
Indonesia in 2021 has 191 heroes, this research focuses on the 185th national hero, Himayatuddin Muhammad Saidi from Southeast Sulawesi was crowned on November 7, 2019. This hero is not yet widely known by Generation Z, around 75 million people in Indonesia. There is still a lack of activity, med...
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Format: | Theses |
Language: | Indonesia |
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Online Access: | https://digilib.itb.ac.id/gdl/view/66423 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Indonesia in 2021 has 191 heroes, this research focuses on the 185th national hero,
Himayatuddin Muhammad Saidi from Southeast Sulawesi was crowned on
November 7, 2019. This hero is not yet widely known by Generation Z, around 75
million people in Indonesia. There is still a lack of activity, media and information
to introduce this hero that suits Gen-Z preferences. One of the popular media is
games as learning media with the ability to add motivation and audiovisuals needed
by Gen-Z to learn through smartphones as their hallmark. Before designing, GenZ researched the preference of heroic games for 4 types of games. The dominant
preference is the Strategy genre with an average score (71.25), Action (69.94), RPG
(67.09), and Adventure (63.87). Himayatuddin's strategy game is designed with the
Player-Centered Design method. Through research and experimentation, 10
components of heroic games were found, namely stories that are implemented into
storyworlds in games, characters and roles, adventure, environment, levelling and
punishment quizzes, gold-bost, and achievements whose implementation is in the
form of sharing on social media. The design was tested on Gen-Z as students and
gamers as usability testing I through one on one interviews. The testing results on
the prototype I showed were playable in terms of game mechanics and motivation.
Players can feel the struggle of the hero Himayatuddin through Game-Based
Learning. Repair of prototype II and usability testing II were carried out, using a
Likert scale and Nielsen's Model to 25 students. The measurement results show 5
evaluation elements, namely function (91.6%), satisfaction (90.6%), effective
(89.4%), efficiency (87.4%) and learnability (85.4%). Himayatuddin's Game
Design has an average of 4.45 which is 89% success and shows the experience of
players who can recognize heroes through games as a learning base to convey
heroic stories that are ready to be used by Gen-Z in Indonesia.
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