PENGENALAN IKON YOGYAKARTA DALAM GAME RUNNING CHALLENGE

ADHA NUGROHO BONAI, ANGGA (2018) PENGENALAN IKON YOGYAKARTA DALAM GAME RUNNING CHALLENGE. Skripsi thesis, Institut Teknologi Dirgantara Adisutjipto.

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Abstract

Currently the function of the game is not only as a filler of free time, but also can be used as a means of learning or media to disseminate various information. By utilizing the function of the game, the information disseminated about Yogyakarta city tourism objects becomes more optimal, especially for children because they have a great sense of yearning. This desktop-based Game Running Challenge is made using the game blender mode found in the 3D Modeling Blender Software and also uses a random method in the arena. With an attractive game appearance, users, especially children aged 6-10 years, will be interested in playing the game again. In addition, the game running challenge application also provides convenience for children to be able to recognize and know some of the icons in the city of Yogyakarta. Based on the results of a questionnaire trial of 30 respondents, as many as 79% stated that the game running challenge is easy to play, has an attractive appearance, gives a sense of pleasure when playing and adds insight into Yogyakarta.

Item Type: Thesis (Skripsi)
Subjects: Q Science > Q Science (General)
Divisions: Institut Teknologi Dirgantara Adisujtipto > Informatika
Depositing User: Mr ANGGA ADHA NUGROHO BONAI
Date Deposited: 06 Aug 2024 07:25
Last Modified: 06 Aug 2024 07:25
URI: http://eprints.stta.ac.id/id/eprint/2512

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