Karakter Game Visual Novel Semi RPG Dengan Konsep Pixel Art 2D Sebagai Aset Pengenalan Sejarah Indonesia Pada Masa Revolusi Untuk Pelajar SMA

Authors

  • Mega Glorysti Payona Tarigan Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Surakarta
  • Anung Rachman Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Surakarta https://orcid.org/0000-0002-4728-3410

DOI:

https://doi.org/10.37278/artcomm.v8i1.755

Keywords:

History Education, History of Indonesia during the Revolution, Educational Games, Pixel Art, Character Assets

Abstract

History is the basis, foundation, or pillar of various things that support all corners of knowledge. History education in Indonesia began to be introduced from an early age to prepare the young generation of the Indonesian nation to become active and productive citizens in developing a sense of love for their homeland. Students' success in learning is influenced by several factors, one of which is interest in learning. In order to increase the effectiveness of receiving material, students' learning interest is the main thing that needs to be considered. Therefore, to increase students' interest in learning History, educational game media assets were chosen as an alternative for learning History in Education. The design of game characters as educational media assets was carried out to support Indonesian History Education, where this research focused on introducing Indonesian History during the 1945-1950 revolution. This design uses the PDDIE design method, namely the planning, design, development, implementation and evaluation stages. By using this method, designing character assets in the form of character sprites & character portraits are the assets that will be the focus of the design, as well as other assets (Background & dialogue boxes) as supporting assets. After the assets have been designed, an implementation stage is carried out in the form of a questionnaire to high school students, to measure their level of interest in studying Indonesian history during the revolutionary period after seeing the assets that have been designed.

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Published

2025-04-25

How to Cite

Tarigan, M. G. P., & Rachman, A. (2025). Karakter Game Visual Novel Semi RPG Dengan Konsep Pixel Art 2D Sebagai Aset Pengenalan Sejarah Indonesia Pada Masa Revolusi Untuk Pelajar SMA. ArtComm : Jurnal Komunikasi Dan Desain, 8(1), 54–71. https://doi.org/10.37278/artcomm.v8i1.755

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Section

Articles