PENERAPAN COGNITIVE WALKTROUGH UNTUK EVALUASI GAME EDUKASI “AYO BELAJAR MENGENAL BUAH”

HAKIM, MUHAMMAD HIDAYAT and Miraswan, Kanda Januar and Anggina, Primanita (2025) PENERAPAN COGNITIVE WALKTROUGH UNTUK EVALUASI GAME EDUKASI “AYO BELAJAR MENGENAL BUAH”. Undergraduate thesis, Sriwijaya University.

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Abstract

Educational games have become one of the effective learning media to enhance learning interest, especially among children. In this study, we developed an educational game titled (Let’s Learn About Fruits ) to provide an interactive and enjoyable learning experience. The game was designed using Construct 2, and the development process followed the Prototyping method, enabling design iterations based on user feedback. To evaluate the user experience, this study applied the cognitive walkthrough method, focusing on analyzing how easily users can understand and complete tasks in the game. The evaluation involved several 40 kids evaluators to identify usability issues that could affect the gaming experience. The findings indicate that this game effectively helps children recognize various types of fruits, although some interface elements need improvement to enhance navigation ease. These results are expected to contribute to the development of educational games that are not only engaging but also supportive of the learning process. Keywords : Educational game, User experience, Cognitive walkthrough , Construct 2

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Cognitive walkthrough, User Experience
Subjects: T Technology > TJ Mechanical engineering and machinery > TJ227-240 Machine design and drawing
Divisions: 09-Faculty of Computer Science > 55201-Informatics (S1)
Depositing User: Muhammad Hidayat Hakim
Date Deposited: 11 Jun 2025 05:41
Last Modified: 11 Jun 2025 05:41
URI: http://repository.unsri.ac.id/id/eprint/175311

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