Game Edukasi Bahasa Sumbawa Indonesia Untuk Anak Usia Dini Berbasis Android
Abstract
The Android-based Sumbawa Early Childhood Education Game was successfully built using Adobe Illustrator for graphic design, Unity for the game engine, and Visual Study Code as a text editor. This educational game has two main menus, namely the learning menu with nine sub-category menus and the second main menu, namely the quiz menu. Games that are designed with attractive images and interactive audio are built using prototype software development methods and application testing using black boxes. Based on the results of application testing, all the features contained in the application run well and according to their functions. Interactive applications such as educational games are a means that can be optimized to improve children's motor development. Thus, this Sumbawa Indonesian learning educational game can be a means for parents to introduce Sumbawa language to children and become an interactive learning tool for teachers to students at school. Therefore, having an Android-based Sumbawa Indonesian educational game for early childhood is one way to introduce and preserve the local language
References
F. UPI, Ilmu dan Aplikasi Pendidikan, 2nd ed. Bandung, 2007.
A. Hafis, “Penerapan Metode Computer Based Instruction Model Intructional Games Pada Aplikasi Pembelajaran Rangka Manusia Untuk Sekolah Menengah Pertama,” Bull. Inf. Technol., vol. 1, no. 3, pp. 108–112, 2020, [Online]. Available: https://journal.fkpt.org/index.php/BIT/article/view/42.
M. I. Pohan, E. Hariyanto, and F. Izhari, “Pengacakan Soal Ujian Online Berbasis Web Menggunakan Algoritma Knuth Shuffle Pada SMK Gelora Jaya Nusantara Medan - 383-Article Text-1545-2-10-20221228.pdf,” Bull. Inf. Technol., vol. 3, no. 4, pp. 294–300, 2022, [Online]. Available: https://journal.fkpt.org/index.php/BIT/article/view/383/253.
M. Dissriany, V. Banggur, A. Tamo, I. Talu, and S. Esabella, “Pengembangan Media Video Pembelajaran Untuk Mengembangkan Kemampuan Berpikir Simbolik Pada Anak Usia 5-6 Tahun,” Bull. Inf. Technol., vol. 3, no. 4, pp. 247–254, 2022, [Online]. Available: https://journal.fkpt.org/index.php/BIT/article/view/368/246.
N. D. Sofya, S. Esabella, and Rodianto, “Rancang Bangun Aplikasi Kamus Bahasa Sumbawa Berbasis Android,” J. Matrik, vol. 17, no. 1, p. 36, 2017, doi: 10.30812/matrik.v17i1.59.
N. D. Sofya, S. Esabella, and Y. Karisma, “Digitalisasi Kamus Bahasa Sumbawa Berbasis Android Sebagai Upaya Pelestarian Kebudayaan Daerah,” J. Nuasnsa Inform., vol. 16, no. 1, p. 36, 2022, doi: https://doi.org/10.25134/nuansa.
R. Kaligis, V. Tulenan, and B. A. Sugiarso, “Rancang Bangun Aplikasi Game Edukasi Bahasa Bolaang Mongondow (BBM),” J. Tek. Inform., vol. 13, no. 3, pp. 1–8, 2019, [Online]. Available: https://ejournal.unsrat.ac.id/v3/index.php/informatika/article/view/28082/27554.
H. S. Mokoginta et al., “Aplikasi Game Edukasi 2D Pengenalan Bahasa Daerah Toraja Untuk Anak Sekolah Dasar,” J. Tek. Inform., vol. 14, no. 2, pp. 235–242, 2019, [Online]. Available: https://ejournal.unsrat.ac.id/v3/index.php/informatika/article/view/23999/23684.
H. Munawaroh et al., “Pembelajaran Bahasa Daerah melalui Multimedia Interaktif pada Anak Usia Dini,” J. Obs. J. Pendidik. Anak Usia Dini, vol. 6, no. 5, pp. 4057–4066, 2022, doi: 10.31004/obsesi.v6i5.1600.
J. Enterprise, Panduan Adobe Illustrator. Jakarta: PT Elex Media Komputindo, 2020.
E. Winarno and A. Zaki, Membuat Game Android dengan Unity 3D. Jakarta: PT Elex Media Komputindo, 2015.
U. G. Salamah, Tutorial Visual Studio Code. Banten: Media Sains Indonesia, 2021.
J. Enterprise, Step by Step Ponsel Android. Jakarta: PT. Gramedia Jakarta, 2010.
Y. Karisma et al., “PENERAPAN SPEECH TO TEXT PADA APLIKASI KAMUS BAHASA,” JIRE (Jurnal Inform. Rekayasa Inform., vol. 5, no. 2, pp. 230–241, 2022, doi: https://doi.org/10.36595/jire.v5i2.751.
F. UPI, Ilmu dan Aplikasi Pendidikan Bagian 3 Pendidikan Disiplin Ilmu, 3rd ed. Bandung: PT Imperial Bhakti Utama, 2007.
A. . Rossa and M. Shalahuddin, Rekayasa Perangkat Lunak Terstruktur dan Berorientasi Objek. Bandung: Informatika Bandung, 2016.
H. Fahmi and W. Murniati, “Penggunaan Metode Prototype dalam Pengembangan Aplikasi Monitoring dan Evaluasi Terhadap Renja SKPD Kab Lombok Tengah,” J. Media Inform. Budidarma, vol. 6, pp. 171–179, 2022, doi: 10.30865/mib.v6i1.3444.
R. Hartono, N. D. Sofya, and Nawassyarif, “Aplikasi Pendaftaran Sertifikasi Kompetensi Pada Career Development Center (Cdc) Universitas Teknologi Sumbawa Berbasis Web,” Hexag. J. Tek. dan Sains, vol. 2, no. 2, pp. 32–42, 2021, doi: 10.36761/hexagon.v2i2.1085.
T. A. Kurniawan, “Pemodelan Use Case (UML): Evaluasi Terhadap beberapa Kesalahan dalam Praktik,” J. Teknol. Inf. dan Ilmu Komput., vol. 5, no. 1, p. 77, 2018, doi: 10.25126/jtiik.201851610.
L. Setiyani, “Desain Sistem : Use Case Diagram Pendahuluan,” Pros. Semin. Nas. Inov. Adopsi Teknol. 2021, no. September, pp. 246–260, 2021, [Online]. Available: https://e-journal.rosma.ac.id/index.php/inotek/article/view/183/142.
Copyright (c) 2023 Erwin Mardinata, Nora Dery Sofya, Shinta Esabella, Fatihhurroyyan, Bayu Fajar Pratama

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (Refer to The Effect of Open Access).


.png)
.png)


