PERANCANGAN GAME VISUAL NOVEL SEBAGAI SARANA EDUKASI BENCANA TSUNAMI

  • Wisnu Wardhana Putra Dharma
  • Duman Care Khrisne
  • I Made Arsa Suyadnya
##plugins.pubIds.doi.readerDisplayName## https://doi.org/10.24843/SPEKTRUM.2024.v11.i02.p14

Abstrak

Educational games about early warning against tsunami disasters can be of interest to school children at an early age to expand information about prevention or develop an early warning system for tsunami disasters. This research aims to make a visual novel role-playing game as a means of educating about the tsunami disaster and finding out the usefulness of games in providing information about the tsunami disaster. Using Ren'py software, the tsunami disaster educational Visual Novel Game was developed and built intelligently, resulting in an application that runs on Windows and Android-based devices. With an average score of 86.1, the System Usability Scale test findings. The design of a Visual Novel Game as a means of educating about the tsunami disaster is considered very good.

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Diterbitkan
2024-06-30
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PUTRA DHARMA, Wisnu Wardhana; KHRISNE, Duman Care; ARSA SUYADNYA, I Made. PERANCANGAN GAME VISUAL NOVEL SEBAGAI SARANA EDUKASI BENCANA TSUNAMI. Jurnal SPEKTRUM, [S.l.], v. 11, n. 2, p. 130-138, june 2024. ISSN 2684-9186. Tersedia pada: <http://103.29.196.112/index.php/spektrum/article/view/117910>. Tanggal Akses: 04 mar. 2026 doi: https://doi.org/10.24843/SPEKTRUM.2024.v11.i02.p14.

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