Digital Zone: Jurnal Teknologi Informasi dan Komunikasi (Nov 2021)

Pengembangan Game Edukasi Bahasa Isyarat Tentang Pengelolaan Sampah Berbasis Android

  • Imam Fauzy Muldani Rachmat,
  • Gazali Gazali

DOI
https://doi.org/10.31849/digitalzone.v12i2.7942
Journal volume & issue
Vol. 12, no. 2
pp. 160 – 171

Abstract

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Membuang sampah sembarangan akan berdampak negatif bagi lingkungan seperti pencemaran lingkungan, mengakibatkan banjir serta dampak bagi kesehatan, oleh karena itu kesadaran membuang sampah beserta memilah pada tempatnya merupakan sikap yang perlu ditanamkan pada setiap masing individu. Berdasarkan survey siswa/siswi tunarungu SLBN Banjar dapat disimpulkan masih belum paham tentang pengelolaan sampah dan kurang peduli dalam membuang sampah pada tempatnya. Penyelesaian terhadap permasalahan tersebut yaitu dengan menerapkan pembelajaran pengelolaan sampah melalui pengembangan game edukasi bahasa isyarat menggunakan pendekatan siklus pengembangan game. Hasil dari pengembangan ini adalah game dengan fitur level menggunakan bahasa isyarat yaitu Level1 mengenal jenis sampah, Level2 Memilah sampah, dan Level3 recycle sampah, sedangkan fitur tambahannya Splashscreen, menu utama, pengenalan sampah, belajar SIBI, Info games. Hasil pengujian Blackbox mendapatkan hasil valid dan pengujian usability Nielsen berdasarkan aspek Learnability 80%(Baik), Efficiency 73%(Baik), Memorability 73.33%(Baik), Error 79%(Baik), Satisfaction 82.67%(Sangat Baik) sehingga rata-rata nilai pengujian usability Nielsen sebesar 77% dikategorikan baik. Abstract Careless disposal of garbage has negative effects on the environment., such as environmental pollution, resulting in flooding and impacts on health. Therefore, the awareness of disposing of waste and sorting it in its place is an attitude that must be applied to every individual. The problem is that the deaf students of SLBN Banjar can be concluded that they still do not understand waste management and are less concerned about disposing of waste in its place. The solution to this problem is to apply waste management learning through sign language educational games using a game development cycle approach. The result of this development is a game with level features using sign language, namely Level1 recognizes the type of waste, Level2 sorts waste, and Level3 recycles waste, while the additional features are Splashscreen, main menu, the introduction of waste, learning SIBI, Info games. The results of the Blackbox test get valid results and Nielsen's usability test based on aspects of Learnability 80% (Good), Efficiency 73% (Good), Memorability 73.33% (Good), Error 79% (Good), Satisfaction 82.67% (Very Good) so that the average Nielsen's average usability test score of 77% is categorized as good.

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