Rancang Bangun Game Edukasi Bencana Alam Menggunakan Metode MDLC

Published: Dec 1, 2023

Abstract:

Purpose: Educational games about natural disasters in Indonesia, as a provision of learning tools to foster children's interest in learning knowledge and emergency response efforts to natural disasters, through digital games that make children happy and easy to understand material.

Research Methodology: In making this Natural Disaster Educational Game, the Multimedia Development Life Cycle (MDLC) system development method is implemented which consists of six stages, namely concept, design, material collecting, assembly, testing. and distribution (distribution). This research involved elementary school students and teachers as well as employees of the national disaster management agency in the city of Bandar Lampung.

Result: A multimedia-based "Natural Disaster Educational Game" (Case Study for Elementary School Students) has been successfully created as a natural disaster education medium which is a complement to material related to natural disasters in Indonesia, a digital game that makes children happy and easy to understand the material.

Limitation: Educational games about natural disasters in Indonesia, including floods, landslides, earthquakes, tsunamis, volcanic eruptions, tornadoes including an introduction to natural disasters in Indonesia, the pre-disaster phase, the emergency response phase.

Contribution: Educational games are interactive learning media in terms of knowledge fun, useful for improving language and thinking skills, increasing concentration and solving problems.

Keywords:
1. Indonesia
2. disasters
3. multimedia
4. children
5. thingking skills
Authors:
1 . Intan Sofiatun Nisya
2 . Ossy Dwi Endah Wulansari
3 . Wartariyus Wartariyus
How to Cite
Nisya, I. S., Wulansari, O. D. E., & Wartariyus, W. (2023). Rancang Bangun Game Edukasi Bencana Alam Menggunakan Metode MDLC . Jurnal Ilmu Siber Dan Teknologi Digital, 2(1), 23–44. https://doi.org/10.35912/jisted.v2i1.2374

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References

    BOGOR, B. K. (2004). Bencana alam di Indonesia dan penanggulangannya.

    https://bpbd.bogorkab.go.id/bencana-alam-di-indonesia-dan-penanggulangannya/

    Ernest. (2009). Perancangan Game Edukasi. Core.Ac.Uk. https://core.ac.uk/download/pdf/335349141.pdf

    Friadi, J., Yani, D. P., Zaid, M., & Sikumbang, A. (2023). Perancangan Pemodelan Unified Modeling Language Sistem Antrian Online Kunjungan Pasien Rawat Jalan pada Puskesmas. Jurnal Ilmu Siber dan Teknologi Digital, 1(2), 125-133. doi:10.35912/jisted.v1i2.2298

    Kemenkumham. (2010). Refleksi Pengelolaan Bencana Di Indonesia Antara Harapan Dan Realita (Suatu Analisis Yuridis). Ditjenpp.Kemenkumham.Go.Id. https://ditjenpp.kemenkumham.go.id/index.php?option=com_content&view=article&id=1095:refleksi-pengelolaan-bencana-di-indonesia-antara-harapan-dan-realita-suatu-analisis-yuridis&catid=120&Itemid=190&lang=en

    KLATEN, B. K. (2023). Edukasi dan Simulasi Bencana Alam Bagi Siswa/i BA Aisyiyah 1 Gedung Sierad Klaten. Bpbd.Klaten. https://bpbd.klaten.go.id/compro/edukasi-dan-simulasi-bencana-alam-bagi-siswai-ba-aisyiyah-1-gedung-sierad-klaten

    Nanik. S. (2013). Desain multimedia untuk SMK/MAK kelas XI semester 2. Direktorat Jenderal Pendidikan Dasar dan Menengah, Jakarta. Repositori Kemdikbud. https://repositori.kemdikbud.go.id/10412/

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    Priyanto. (2006). Jurnal Geografi. Journal.Unnes. https://journal.unnes.ac.id/nju/index.php/JG/article/download/8036/5576

    Rahayu, N. S. (2013). Desain multimedia untuk SMK/MAK kelas XI semester 2. Direktorat Jenderal Pendidikan Dasar dan Menengah, Jakarta. Repositori Kemdikbud. https://repositori.kemdikbud.go.id/10412/

    Vaughan. (2004). AHLI, PENGERTIAN MULTIMEDIA MENURUT PARA. Binus University. https://student-activity.binus.ac.id/himsisfo/2016/10/pengertian-multimedia-menurut-para-ahli/

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    Weniza, Haraid Spahn, & Rahmi Yunita. (2011). Konsep 3 Langkah Tanggap Tsunami.www.gitews.org/tsunami-kit

  1. BOGOR, B. K. (2004). Bencana alam di Indonesia dan penanggulangannya.
  2. https://bpbd.bogorkab.go.id/bencana-alam-di-indonesia-dan-penanggulangannya/
  3. Ernest. (2009). Perancangan Game Edukasi. Core.Ac.Uk. https://core.ac.uk/download/pdf/335349141.pdf
  4. Friadi, J., Yani, D. P., Zaid, M., & Sikumbang, A. (2023). Perancangan Pemodelan Unified Modeling Language Sistem Antrian Online Kunjungan Pasien Rawat Jalan pada Puskesmas. Jurnal Ilmu Siber dan Teknologi Digital, 1(2), 125-133. doi:10.35912/jisted.v1i2.2298
  5. Kemenkumham. (2010). Refleksi Pengelolaan Bencana Di Indonesia Antara Harapan Dan Realita (Suatu Analisis Yuridis). Ditjenpp.Kemenkumham.Go.Id. https://ditjenpp.kemenkumham.go.id/index.php?option=com_content&view=article&id=1095:refleksi-pengelolaan-bencana-di-indonesia-antara-harapan-dan-realita-suatu-analisis-yuridis&catid=120&Itemid=190&lang=en
  6. KLATEN, B. K. (2023). Edukasi dan Simulasi Bencana Alam Bagi Siswa/i BA Aisyiyah 1 Gedung Sierad Klaten. Bpbd.Klaten. https://bpbd.klaten.go.id/compro/edukasi-dan-simulasi-bencana-alam-bagi-siswai-ba-aisyiyah-1-gedung-sierad-klaten
  7. Nanik. S. (2013). Desain multimedia untuk SMK/MAK kelas XI semester 2. Direktorat Jenderal Pendidikan Dasar dan Menengah, Jakarta. Repositori Kemdikbud. https://repositori.kemdikbud.go.id/10412/
  8. Prensky. (2005). Tinjauan Game Edukasi. Repositori.Unsil. http://repositori.unsil.ac.id/943/4/BAB II REVISI SIDANG.pdf
  9. Priyanto. (2006). Jurnal Geografi. Journal.Unnes. https://journal.unnes.ac.id/nju/index.php/JG/article/download/8036/5576
  10. Rahayu, N. S. (2013). Desain multimedia untuk SMK/MAK kelas XI semester 2. Direktorat Jenderal Pendidikan Dasar dan Menengah, Jakarta. Repositori Kemdikbud. https://repositori.kemdikbud.go.id/10412/
  11. Vaughan. (2004). AHLI, PENGERTIAN MULTIMEDIA MENURUT PARA. Binus University. https://student-activity.binus.ac.id/himsisfo/2016/10/pengertian-multimedia-menurut-para-ahli/
  12. https://student-activity.binus.ac.id/himsisfo/2016/10/pengertian-multimedia-menurut-para-ahli/
  13. Weniza, Haraid Spahn, & Rahmi Yunita. (2011). Konsep 3 Langkah Tanggap Tsunami.www.gitews.org/tsunami-kit