Abstract
Since the Covid-19 pandemic, the government has implemented various policies to break the chain of the spread of Covid-19 in various sectors, including the education sector. Among them, the implementation of the lockdown policy in areas that have been included in the red zone for the spread of the Covid-19 virus and avoiding the virus by physical contact known as physical distancing and many more. The Government of the Republic of Indonesia has also established various health protocols implemented throughout Indonesia by the government with centralized guidance by the Ministry of Health of the Republic of Indonesia in 2020. This has had many impacts for Indonesia. One of the impacts on the education sector is the holding of online learning processes that are held online and in an emergency at their respective homes with the aim of reducing the level of spread of Covid-19. The learning process in schools is the best public policy tool as an effort to increase knowledge and skills. So many educational institutions in Indonesia are developing games as learning media. teaching staff need innovation in learning in this new normal period with the use of multimedia, namely the existence of Game-Based Learning. Games are media that can be used in the learning process to stimulate students in teaching and learning activities in the classroom. Educational games are games created to stimulate thinking including increasing concentration and solving problems. An effective interactive learning technique for early childhood is to use educational games, this is because most children at an early age have a high curiosity about everything in the surrounding environment. Educational games are new learning media that are believed to increase children's motivation in learning and can increase children's understanding of learning materials by using a learning media in the form of interesting games. This study aims to determine how much effective educational games are as a medium for student learning. The research method used is a game using Augmented Reality (AR) and Artificial Intelligence (AI) to beat players. Using the Agile Software Development Lifecycle (SDLC). The game is in the form of an educational game for students about viruses related to microbiology courses and the process of translation and genetic transcription related to genetics courses. This research is still completing the prototype of the learning game application and will soon be tested. We hope that students will find it easier and more interested in studying difficult subjects.
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Copyright (c) 2023 Mutimanda Dwisatyadini, Mustari, Heru Junianto, Fawzi Rahmadiyan Zuhairi, Inggit Winarni, Susi Sulistiana, Sri Kurniati Handayani