The Development of Interactive Games for Covid-19 Prevention Using Indonesian Health Protocols

Arrahman Kaffi, M. Rizqi, G. Laksono, Alvin Julian, Agustinus Bimo Gumelar
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Abstract

COVID-19 has become a virus spreading quickly across the world.The government of Indonesia also immediately adjusted theconditions to minimize the spread of the COVID-19 virus byimplementing the health protocols 5M namely, wearing a mask,washing hands, keeping distance, avoiding crowds, and reducingmobility. With the advancement of technology, games can be used aseducational media to support users learning processes and increasetheir knowledge. Therefore, we conducted a study using the learningsupport media, namely interactive games based on a personalcomputer platform with the Windows operating system to help theusers understand the prevention of the COVID-19 virus byimplementing health protocols. This study proposes using a structurefor the iterative cycle process called the ADDIE model framework andusing the Unity game engine for its game development tools. Tomeasure the feasibility of interactive games as educational media, weuse the System Usability Scale method. Based on the applicationtesting of 50 respondents, interactive games get a score of 90 on a scalethat is acceptable. The results also indicate that interactive games aseducational media will improve the users learning process andmotivation about implementing the health protocols.
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利用印度尼西亚卫生协议开发Covid-19预防互动游戏
新冠肺炎已成为一种在全球迅速蔓延的病毒。印尼政府也立即调整了条件,通过实施健康方案5M,即戴口罩、洗手、保持距离、避开人群、减少流动性,最大限度地减少了COVID-19病毒的传播。随着科技的进步,游戏可以作为教育媒体来支持用户的学习过程,增加他们的知识。因此,我们利用学习支持媒体,即基于Windows操作系统的个人电脑平台的互动游戏,进行了一项研究,以帮助用户了解通过实施健康协议来预防COVID-19病毒。本研究建议使用称为ADDIE模型框架的迭代循环过程结构,并使用Unity游戏引擎作为其游戏开发工具。为了衡量互动游戏作为教育媒体的可行性,我们使用了系统可用性量表方法。根据对50名受访者的应用测试,互动游戏的得分为90分,这是可以接受的。结果还表明,互动游戏作为教育媒体将改善用户的学习过程和实施健康协议的动机。
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审稿时长
8 weeks
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