The Usability of “Keepin” Collect the Trash: Virtual Reality Educational Game in Android Smartphone for Children
Endah Sudarmilah1, Rafiqa Maharani Putri Siregar2

1Endah Sudarmilah, Department of Informatics, Universitas Muhammadiyah Surakarta, Surakarta, Indonesia.
2Rafiqa Maharani Putri Siregar, Department of Informatics, Universitas Muhammadiyah Surakarta, Surakarta, Indonesia.

Manuscript received on 18 April 2019 | Revised Manuscript received on 25 April 2019 | Manuscript published on 30 April 2019 | PP: 944-947 | Volume-8 Issue-4, April 2019 | Retrieval Number: D6495048419/19©BEIESP
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Abstract: Waste and environment awareness should be created since childhood. But most of children spend their time playing gadget or smartphones. Therefore, to attract the interest of children in learning and understanding about waste, this study aims to develop virtual reality educational games for Android smartphone, where children will be introduced to waste types and proper way to handle the waste. The method used in this study is Game Development Life Cycle (GDLC) to direct the development of virtual reality educational game on behalf of Keepin as learning media about waste handling for children. The cycle of GDLC can be repeated based on the circumstances of needed. During the cycle, beta product will be tested to gain user acceptance scale, user response will be used to fix the game features before full game would be released. This testing also to check whether this virtual reality educational is decent enough to be a media of learning. Thirty students involve to evaluate this game using System Usability Scale (SUS). The testing is conducted in MI Muhammadiyah Gonilan and TPA Al-Hidayah Kartasura, Jawa Tengah, Indonesia. SUS score shows that the average satisfaction level for this game is 64.3.
Keywords: Android, Educational Game, Usability Test, Virtual Reality, Waste Awareness.

Scope of the Article: Education Systems