Language development
in children aged 3 to 5 years is an important goal of education. Teachers have
an important role in helping children develop their language skills. Along with
the development of technology, many media can be used to help develop language
skills in children, one of which is educational game media. The educational
game developed is a game to train early childhood, especially those aged three
to five years to learn to recognise letters. This educational game is called
Petualangan Alfabet game. Petualangan Alfabet is a 2D side-scrolling platformer
genre game that invites players to adventure while collecting letters. This
game is not only entertaining but also provides an interactive learning
experience, helping children recognise letters, sounds and the relationship
between sounds and letter shapes. Apart from collecting letters, this Letter
Adventure game has quizzes that players must complete to go to the next level.
The software development method used
in this research workflow uses the MDLC (Multimedia Development Life Cycle)
method by Luther Sutopo. The software used in making the 2D Side-scrolling
Platformer Game ‘Petualangan Alfabet’ based on desktop is Unity version
2022.3.3f1 (LTS). While the data analysis testing process uses SPSS Statistics
23.
In the design of this
Petualangan Alfabet game using the Linear Congruence Method (LCM) algorithm is
used to generate diverse random quiz questions, thereby increasing the
diversity of questions. Testing the Linear Congruent Method as a randomisation
algorithm for questions in the game using chi-square testing was carried out 3
times. From 3 times testing, the results obtained are that the distribution of
the player's questions is declared normal or distributed as desired (H0 is
accepted).
In this study also
conducted testing from the psychological side of children, pre-test and
post-test testing, and black box testing. The results of the testing
questionnaire from the psychological side of the child, from 10 respondents on
the desktop-based 2D side-scrolling platformer Petualangan Alfabet game
application assessed that the game was feasible and received a very good
percentage value, namely 80%. While testing the pre-test and post-test, namely
using the normality test, from 15 samples obtained, the test results from the
Kolmogorov-Smirnov and Shapiro-Wilk statistics in both conditions, namely
pre-test (before playing the game) and post-test (after playing the game), the
results show that the data distribution in both conditions has a data distribution
that is close to normal distribution (Pre-Test: Kolmogorov-Smirnova p = 0.200*,
Shapiro-Wilk p = 0.140; Post-Test: Kolmogorov-Smirnova p = 0.128, Shapiro-Wilk
p = 0.082). Black box testing was conducted to evaluate the programme, the
results of which showed that the programme runs well.
Keywords: Educational Game, Letter
Recognition , Desktop, 2D Side-scrolling platformer, LCM, Chi-square, B lack box testing, Unity.