Improved Asset Design for Educational Asynchronous Games @KAR with Visual Concept of Malang City

Abstract

All humans, including children, need comfort in life. Games are one of the entertainment for children. According to the Indonesian Ministry of Communication and Informatics data, at least 30 million children and adolescents in Indonesia are internet users, and digital media is currently the main choice of communication channels they use. There is another perception that interactive games can inhibit children’s education, which makes children lazy to learn. This condition is the idea of researchers to create learning media that combines ”game” and ”learning” which is packaged in Edutainment: @KAR (short for character games). This research is through a descriptive procedural research model, which outlines the steps that must be followed to produce a product. The data obtained in this design was taken by data observation, interview and documentation methods. Data observation method consists of visual data, library data and survey target audience. The importance of this research is as a form of maintenance or preservation of design with the styles of the malang city. With the improvement of @KAR educational game design with the nuances of local wisdom in Malang, there will be an introduction, pride and image enhancement to Indonesian culture, especially the malang city. This research can also be a guide for character education or one of the learning materials. All humans, including children, need comfort in life. Games are one of the entertainments for children. According to the Indonesian Ministry of Communication and Informatics data, at least 30 million children and adolescents in Indonesia are internet users, and digital media is currently the main choice of communication channels they use. There is another perception that interactive games can inhibit children’s education, it makes children lazy to learn. This condition gives an idea to researchers to create learning media that combines ”game” and ”learning” which is packaged in Edutainment: @KAR (short for character games). This research is done through a descriptive procedural research model, which outlines the steps that must be followed to produce a product. The data used in this design was taken by observation, interview and documentation methods. The observation data consists of visual data, library data and data from target audience. The importance of this research is as a form of maintenance or preservation of design with the styles of the Malang city. With the improvement of @KAR educational game design with the nuances of local wisdom in Malang, there will be an introduction, pride and image enhancement to Indonesian culture, especially the Malang city. This research can also be a guide for character education or one of the learning materials.


 


 


Keywords: asset design, educational media, local content

References
[1] Kress, Gunther dan van Leeuwen, Theo. 2006. Reading Images: The Grammar of Visual Design. London: Routledge.


[2] E. Bethke, Game Development and Production (Wordware Publishing, Inc., Plano, Texas, 2003).


[3] S. Rabin, Introduction to Game Development (Charles River Media, Boston, 2005).


[4] H. Chandler, The Game Production Handbook (Charles River Media, Boston, 2006).


[5] I. van de Weerd, S. Brinkkemper, J. Souer, and J. Versendaal, A Situational Implementation Method for Web-based Content Management System-applications,


[6] Software Process: Improvement and Practice 11(5), 521-538 (2006).


[7] Cooper, Alan. About Face 3. The Essentials of Interaction Design, ISBN 978- 0470084113, www.newsrider.com, USA, 2008


[8] Hoekman, Robert, Designing the Moment: Web Interface Design Concepts in Action,www.newsrider.com, USA, 2008


[9] Reilly, Designing Interface second edition, ISBN 978-1-449-37390-4, Canada, 2010Padia Keval, 2015, http://www.devsaran.com/blog/flat-ui-design-keyprinciples-and possibiliti


[10] CHOW, A. F., KELLY, C. W. & MAES, J. (2011) Deal or No Deal: using games to improve student learning, retention and decision-making. Internatlional Journal of Mathematical Education in Science and Technology, 42, 259–264.


[11] FUSZARD, B. (2001) Gaming. IN LOWENSTEIN, A. J., BRADSHAW, M. J. & FUSZARD, B. (Eds.) Fuszard’s innovative teaching strategies in nursing. 3rd ed. Gaithersburg, MD, Aspen Publishers