https://penerbitgoodwood.com/index.php/jatra/issue/feedJurnal Teknologi Riset Terapan2026-04-17T07:54:52+07:00Yuliansyahadmin@goodwoodpub.comOpen Journal Systems<p style="text-align: justify;">Jurnal Teknologi Riset Terapan (Journal of Applied Research and Technology) is a peer-reviewed scholarly journal focused on publishing original and high-quality research articles in applied research and technology. The journal serves as a platform for advancing knowledge in the field of technology, with a particular emphasis on innovations that have practical applications.</p>https://penerbitgoodwood.com/index.php/jatra/article/view/6127Developing an Educational Game about the Nusantara Kingdom Using the Game Development Life Cycle Method2026-02-05T10:01:32+07:00Qunita Afifqonitaaf04@gmail.comAidil Primasetya Arminaidilprimasetya@untag-sby.ac.id<p><strong>Purpose: </strong>This study aims to develop a history-based educational game themed on the Nusantara Kingdoms as an alternative learning medium for fourth-grade elementary school students and to evaluate its effectiveness and usability.</p> <p><strong>Research Methodology: </strong>The study was conducted at MI Muhammadiyah 25 Surabaya involving 51 fourth-grade students. The game was developed using the Game Development Life Cycle (GDLC) method, which includes initiation, pre-production, production, testing, beta, and release stages. Unity was used as the game engine to develop a puzzle platformer educational game. Data collection techniques included Black Box Testing to evaluate system functionality and White Box Testing to analyze the internal logic and program flow, pre-test and post-test analyzed using the N-Gain method to measure learning improvement, and the System Usability Scale (SUS) questionnaire for usability evaluation.</p> <p><strong>Results: </strong>The results of Black Box Testing indicate that all game features functioned properly. Learning effectiveness analysis shows an improvement in students’ understanding of historical material, with an average N-Gain score of 0.335 (34%), categorized as medium improvement. The SUS evaluation produced an average score of 70.59, indicating acceptable usability.</p> <p><strong>Conclusions: </strong>The developed educational game is effective, functional, and easy to use for elementary school students.</p> <p><strong>Limitations: </strong>This study involved a limited number of participants from one school, focused only on Nusantara Kingdoms material, and the game is available only on the Windows platform.</p> <p><strong>Contributions: </strong>This research contributes an interactive GDLC-based educational game as an alternative history learning medium for elementary education.</p>2025-07-03T00:00:00+07:00Copyright (c) 2026 Jurnal Teknologi Riset Terapan