Design and Development of an Educational Game for Tourism and Cultural Exploration of Tasikmalaya
DOI:
https://doi.org/10.22303/csrid-.17.1.2025.127-135Abstract
Tasikmalaya, a region rich in tourism and cultural diversity, is still not widely recognized by the public. In the digital era, interactive media such as games can serve as an effective tool to introduce and promote its potential. This research focuses on designing and developing an educational adventure game that explores the tourism and cultural aspects of Tasikmalaya. The novelty of this study lies in its interactive and educational approach, specifically designed to educate users, particularly the younger generation, about Tasikmalaya's tourist attractions and cultural heritage. By utilizing game technology, it is expected to provide an engaging and informative learning experience.The research method used is the Multimedia Development Life Cycle (MDLC). The concept stage involves identifying the game's needs and objectives. The design stage includes story development, character creation, and user interface design. The material collection stage focuses on gathering necessary information and media assets. The assembly stage involves the technical development of the game. Testing is conducted to ensure the game's quality and functionality, while the distribution stage delivers the game to users.The final result of this research is an educational game aimed at enhancing public knowledge and appreciation of Tasikmalaya's tourism and culture, while also contributing to scientific development through research publication.
References
[1] Dinas Pariwisata dan Kebudayaan Provinsi Jawa Barat. (2021). Profil Pariwisata Kota Tasikmalaya.
Bandung: Disparbud Jabar.
[2] Nugroho, R., & Putri, A. D. (2020). Peran media pembelajaran interaktif dalam pengenalan budaya lokal
pada generasi muda. Jurnal Pendidikan dan Kebudayaan, 25(3), 210–219.
[3] Pratama, R., & Astuti, R. (2021). Pengaruh game edukasi terhadap peningkatan minat belajar siswa. Jurnal
Teknologi Pendidikan, 9(2), 134–142.
[4] Sutopo, A. H., & Christiani, L. (2016). Multimedia Interaktif. Yogyakarta: Graha Ilmu.
[5] Luther, B. (1994). Multimedia Systems Design. Boston: PWS Publishing Company.
[6] Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game-based learning research: A
review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology,
43(1), E6–E10.
[7] Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave
Macmillan.
[8] Shute, V. J., & Ke, F. (2012). Games, learning, and assessment. In Assessment in Game-Based Learning (pp.
43–58). Springer, New York.
[9] Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New
York: Teachers College Press.
[10] UNESCO. (2018). Teaching and learning with ICT. United Nations Educational, Scientific and Cultural
Organization.
[11] Wijaya, H., & Damayanti, M. (2019). Perancangan game edukasi pengenalan budaya Indonesia
menggunakan metode MDLC. Jurnal Teknologi dan Sistem Komputer, 7(2), 59–66.
[12] Nugraha, A., & Kurniawan, H. (2020). Game edukasi berbasis budaya sebagai media pembelajaran
interaktif. Jurnal Pengabdian kepada Masyarakat, 6(1), 10–16.
[13] Mulyadi, D., & Setiawan, A. (2017). Implementasi metode MDLC dalam pengembangan game
pembelajaran berbasis Android. Jurnal Ilmiah Teknologi Informasi Asia, 11(1), 45–52.
[14] Sari, D. P., & Rohendi, D. (2020). Game edukasi untuk pelestarian budaya lokal: Studi kasus permainan
tradisional Sunda. Jurnal Pendidikan Teknologi dan Kejuruan, 26(2), 88–97.
[15] Kim, B., & Reeves, T. C. (2007). Reframing research on learning with technology: In search of the meaning
of cognitive tools. Instructional Science, 35(3), 207–256.









