University-Level of eLearning in ASEAN


Designing Horticulture Education Game 

 

SISFORMA: Journal of Information Systems (e-Journal)Vol. 6  | No.1  |Th. 2019 page 34 

ISSN 2442-7888 (online) DOI 10.24167/Sisforma 

              Designing Horticulture Education Game 
Khoirul Fikri Shona1, Albertus Dwiyoga Widiantoro2, Bernardinus Harnadi3 

Catholic University Soegijapranata 

Jl. Pawiyatan Luhur IV 1, Bendan Dhuwur, 

Tinjomoyo, Banyumanik, 

City of Semarang, Central Java 50 235 

khoirulfikri48@gmail.com1, yoga@unika.ac.id2, bharnadi@unika.ac.id3 

 

 

Abstract- Learning about fruit crops can be 
done by utilizing the gaming media. The 
purpose of this research is to design a game 
with a concept of horticulture including 
planting, caring for, and maintaining fruit 
trees. This game is packaged in an attractive 
appearance and resembleing the state of the 
garden. The game was tested by 43 
hortimart visitors the result shows that the 
game is easy and fun to play so that users 
will continue to use it but it isn’t influence 
by age, gender, and usefulness of the game. 
 

Keywords- Horticulture game, easy to use, 

fun, usefulness. 

 

 I. INTRODUCTION  
Agriculture in the broad sense 

(Agriculture) is defined as land management 

activities. This management is intended for the 

benefit of plant and animal life, while the soil 

is used as a container or place the management 

activities, which are all for human survival [1]. 

One Indonesian agricultural commodities is 

growing rapidly Horticulture (fruit trees). Fruit 

plants are a group of horticultural plant species 

other than the vegetable plant, medicinal plant 

materials and plantations of the whole or part 

of the fruit can be consumed in a fresh state and 

after being processed [2]. Horticultural 

commodities classified as a commercial 

commodity with high economic value (high 

value commodity), so it must be produced 

efficiently in order to compete in the market 

and from aspects of production, the potential 

for development of horticultural commodities 

can be improved in terms of aspects of land 

availability and opportunities for technology 

adoption [3]. 

Based on data from the SPH 2014, the 

total production of fruit crops in Indonesia 

amounted to 19,805,997 tons, an increase of 

8.30 percent compared to the year 2013, which 

amounted to 18,288,279 tons [4], From these 

data indicate that the development of the 

agricultural sector, especially in commodity 

Horticulture (fruit trees) and also increased 

public interest in the fruit crop increased. 

However, knowledge about the solution of 

problems in horticulture is still very little a lot 

of people do not understand. While 

agricultural education has a rich heritage to 

develop the student's personal skills and 

provide job skills needed in agriculture [5]. 

Learning and agriculture can be integrated into 

the classroom. The teachers believe that 

agriculture provides closeness, connectedness, 

and the authenticity of the content area to teach 

them to their students [6]. 

Just as experienced by Hortimart Agro 

Center, the high consumer interest in 

horticulture (fruit trees) but still little 

knowledge of consumers on fruit crops. 

Though hortimart sell seeds - seeds of quality 

but because of the lack of consumer 

knowledge about planting, care and 

maintenance of the plants make seeds - the 

seeds can not grow well and dies. According to 

the Manager of the division Agrosupply in 

Hortimart Center problem Agro-issue for fruit 

trees is often the case in Hortimart Agro Center 

among other things: plant diseases, Selection 

of fertilizers, watering, how to breed, farming 

techniques. 

Further education and training is a very 

important factor for the agricultural sector. 

Rapid technological advances have led to the 

implementation of Internet applications in 

learning. technological advances and growing 

current information [7]. one of the effects of 

mailto:yoga@unika.ac.id


Designing Horticulture Education Game 

 

SISFORMA: Journal of Information Systems (e-Journal)Vol. 6  | No.1  |Th. 2019 page 35 

ISSN 2442-7888 (online) DOI 10.24167/Sisforma 
 

the technological advances that game, the 

game is a result of the multimedia processing 

that is used to facilitate the learning process 

effective and fun as well as in the form of a tool 

[8]. Game has some genre one of them is an 

arcade and simulation, arcade games is a game 

whose only purpose is to chase points and pass 

through the existing level. Traits - traits of 

arcade games that have a short game level but 

will increase the level of kesulitanya along 

with a growing level [9]. While the simulation 

game is a game to reflect that there are 

situations in real life however, the situation 

was almost part or taken out of context [10]. 

Digital games can not only play the function of 

entertainment, but it can assist students in 

learning more active and deeper and wider. 

Educational game dimanfaakan increase 

student motivation and learning achievement 

[11]. educational game content that can be 

defined as a video game or interactive 

application whose primary purpose is not only 

for entertainment but also training in various 

fields such as health, marketing, education 

[12]. Educational games and also interpreted 

as a medium for learning media and increase 

knowledge in a unique and interesting concept. 

Educational game is very necessary to play of 

colors and images because it will attract the 

attention of children. Not only on the level of 

difficulty of the game which necessitated [13]. 

For it in the game need to increase knowledge 

of the fruit crop. 

 

II. RESEARCH METHODOLOGY 
A. Data source 

In this study using two types of data 

sources, namely primary and secondary data 

sources: 

1. Primary Data Source is the source of data 
in the form of oral, words - words, and 

actions are obtained directly from the 

source [14]. In this study the sources of 

the data from interviews with Directors 

and Employees hortimart. 

2. Secondary data sources are is the source 
of the data obtained from sources that are 

not directly [15]. Secondary data sources 

were used that document data in the form 

of journals, books, research reports that 

support the research. 

 

B. Research methods 
The research method be decisive for 

determining the data collection techniques and 

measures research. The research method is the 

procedure and steps in conducting research. 

The study was preceded by interviews to 

directors and employees hortimart agro center 

to obtain the data required for the design of the 

game. After the game is finished designed 

Dr.plant need to do due diligence by testing 

cobakan to the visitors as well as distributing 

questionnaires to them. Questionnaire results 

were statistically tested to obtain the results of 

the feasibility Dr.plant game. 

 

C. Development of the game 
Game Development Dr.plant starts with a 

needs analysis in getting the interview and 

observation in hortimart. Then proceed with 

the design concept of the game from the results 

of a needs analysis. The next process is the 

process of game design using the program 

adobe illustrator cs 6. Once the design is 

complete then proceed with the making of the 

game with a progam construct 2. Next, 

continue the process of testing if found a bug / 

error then the game will be improved and will 

perform testing process again. Game 

Development Method can be seen at Figure 1. 

 

 
Figure 1. Game Development Method 

 
D. Game Testing 



Designing Horticulture Education Game 

 

SISFORMA: Journal of Information Systems (e-Journal)Vol. 6  | No.1  |Th. 2019 page 36 

ISSN 2442-7888 (online) DOI 10.24167/Sisforma 
 

Testing Dr.plant game begins by 

designing a post-test questionnaire to test the 

game to the respondent, then distributing 

questionnaires to the respondents by testing 

Dr.plant game. After the results of the 

questionnaire obtained then the data is 

processed by Microsoft Excel program for 

mengelompakan berdsarkan variables. The 

processed data then tested using IBM SPSS 

Statistics 22 program, with 3 tests namely 

validity, reliability, and correlation to test the 

feasibility of a game. Method of Testing Game 

can be seen at Figure 2. 

 
Figure 2. Method of Testing Game 

 
 

III. RESULTS AND DISCUSSION 
A.  Design of Game 

After observing the data from surveys and 

interviews in Hortimart Agro Center then 

designed based mobile game android 2 

dimensions Dr.plant game. Dr.plant game 

arranged with gameplay and gameplay design 

flowchart form to facilitate the process of 

making games. This game has two genres 

namely Arcade which uses the concept 

highscore or collect the highest points without 

restriction and Simulation with the concept of 

completing a challenge with limited time, the 

game begins with the loading screen and then, 

into the main yard Dr.plant game. Dr.plant 

game on the main page there are some games 

that play button menus, catalogs, credit and 

exit (X). When the player presses play then it 

will go to a category page, there are several 

games that can be played, namely Tap Plants 

which include a game about taking care of the 

interest by pulling weeds so that flowers can 

grow well, Tap Hama containing permaian 

about caring for fruit crops in a way eradicate 

pests (ants, fruit flies, ladybugs) that attacks 

fruit crops. Planting simulations which include 

a game about planting fruit trees properly so 

that plants can grow well. When the player 

presses the credit will display credit page that 

contains information about the game maker. 

When the player presses the catalog will open 

the catalog page that contains multiple menus 

that Fruit which contains a variety of fruit 

crops in Hortimart with information about fruit 

crops, the price of the plant, and the plant's 

benefits. Fruit Crops medicine that contains 

information about the drug to eradicate pests 

of plants and to fertilize the plants with 

information, how to use, and price. Fruit Plant 

Breeding containing about how to breed good 

fruit crops. And when the player presses out 

(X) then the player will be out of the game. 

Fruit Plant Breeding containing about how to 

breed good fruit crops. And when the player 

presses out (X) then the player will be out of 

the game. Fruit Plant Breeding containing 

about how to breed good fruit crops. And when 

the player presses out (X) then the player will 

be out of the game. 

 

B. Gameplay 
Dr.plant is a learning game about fruit 

crops in hortimart and applied in the android 

platform. Game Dr.plant created with the aim 

to introduce and provide information on fruit 

crops in hortimart with attractive graphical use 

for learning to use the game more interesting 

when played. In the game there are 3 types of 

games Dr.plant that is plants Tap, Tap pests, 

Simulation plant and existing plant catalogs 

are 3 categories of fruit trees, medicinal plant 

fruit and plant propagation fruit with attractive 

appearance. Game Dr.plant made with 

gameplay that is easy and with an attractive 

appearance and resembles the original state 

when the garden to be played by visitors 



Designing Horticulture Education Game 

 

SISFORMA: Journal of Information Systems (e-Journal)Vol. 6  | No.1  |Th. 2019 page 37 

ISSN 2442-7888 (online) DOI 10.24167/Sisforma 
 

hortimart. Display Menu Game can be seen at 

Figure 3. 

 
Figure 3. Display Menu Game 

As for the play menu, there are 3 different 

games that plant tap, tap pests, plant simulation 

that is packaged in a game arcade and 

simulation game. The gameplay in the game 

Dr.plant can be seen at Figure 4. 

 

    

 
 

Figure 4. The gameplay in the game Dr.plant 

As for the catalog menu, there are three 

different categories namely fruit trees, 

medicinal fruit plants, and the development of 

fruit crops. Image catalog menu in the game 

Dr.plant can be seen at Figure 5. 

 

 
Figure 5. Image catalog menu in the game Dr.plant 

 
C. Testing Game 

The perform of Dr.plant game was tested by 

hortimart agro center visitors to get the 

response after they played the game. This 

research used hypothesis to continuted the test 

instrument, The hypothesis were : 

H1: Usefulness (M) Dr.plant game has a 

strong influence on the intention (T). 

  H2: Easy (U) Dr.plant game has a strong 

influence on the intention (T). 

  H3: Pleasure (S) Dr.plant game has a strong 

influence on the intention (T). 

D. Validity of Variables Questionnaire 
This study uses four research variables are 

Usability (M), Easy (U), Fun (S), intention (T) 

to play the Game Dr.plant. All variables need 

to be tested for validity studies to gauge 

whether the questions on the questionnaire 

were able to represent each variable in 

revealing the attitudes of respondents. To test 

the validity of each variable then conducted 

two tests is test by comparing with r table and 

Principal Component Factor Analysis. Testing 

by comparing r tables by comparing the 

calculation results "Corrected Item-Total 

Correlation" with the value contained in the r-

table (at the price of n - 2) and because of the 

number of questionnaires is 43 -2 hence the 



Designing Horticulture Education Game 

 

SISFORMA: Journal of Information Systems (e-Journal)Vol. 6  | No.1  |Th. 2019 page 38 

ISSN 2442-7888 (online) DOI 10.24167/Sisforma 
 

minimum value of r table is 0,308 (n- 2 = 41), 

as in table 1. 

 
Table 1. Value - The value of r Product Moment 

 
By testing using variable r r tables with a 

minimum of 0,308 table as shown in Table 4.2. 

From Table 2 looks M1 and S3 is not valid 

because the value of the variable is less than 

0,308, while for the variable M2, M3, U1, U2, 

U3, S1, S2, T1, T2, T3 declared invalid 

because of the variable value of more than 

0,308. Then for further testing by the Principal 

Component Analysis Factor M1 and S3 are not 

included. 

 
Table 2. Test Result Validity product moment r 

table method 

 

Corrected 
Item-Total 
Correlatio

n 

r 
table 

Information 

M1 , 266 0,308 Invalid 

M2 , 310 0,308 valid 

M3 , 339 0,308 valid 

U1 , 550 0,308 valid 

U2 , 681 0,308 valid 

U3 , 462 0,308 valid 

S1 , 318 0,308 valid 

S2 , 472 0,308 valid 

S3 , 261 0,308 Invalid 

T1 , 442 0,308 valid 

T2 , 487 0,308 valid 

T3 , 487 0,308 valid 

After the test r table, then perform the 

testing process Principal Component Analysis 

and variable factors M1, S3 is not included in 

the testing to get appropriate results. From 

Table 3 shows that the outcome was 

appropriate and expected all the variables to be 

held the same position. Testing with this 

technique to ensure that all the indicators in 

each variable is convergent. 

 
Table 3. Validity Testing Results Factor method of 

Principal Component Analysis 

 

Component 

1 2 3 

M2 , 107 -, 062 , 843 

M3 -, 067 , 319 , 741 

U1 , 040 , 804 , 304 

U2 , 161 750 , 490 

U3 , 128 , 764 , 017 

S1 , 323 , 437 -, 179 

S2 , 700 , 416 -, 265 

T1 , 796 -, 011 , 275 

T2 , 674 , 402 -, 125 

T3 , 878 , 013 , 113 

Thus indicator declared valid and can be 

used for the next test is an indicator of M2, M3, 

U1, U2, U3, S1, S2, T1, T2, T3. 

 

E. Variable reliability Questionnaire 
Cronbach's Alpha coefficientused for 

testing the reliability (Confidence) 

questionnaire. Reliability of the test results are 

listed in Table 4.4 in the category of the 

variable M  questionable, Variable U in the 

category of Good, the variable S in the 

category of Poor, and for variable T in the 

category Acceptable. This calculation in 

accordance with the Internal Consistency 

Crombach alpha in Table 4 and Table 5. 

 
Table 4. Cronbach's Alpha coefficient for each 

variable research 

variables 

Coefficient 

Cronbach's 

Alpha 

result 

Usefulness (M) .613 questionable 



Designing Horticulture Education Game 

 

SISFORMA: Journal of Information Systems (e-Journal)Vol. 6  | No.1  |Th. 2019 page 39 

ISSN 2442-7888 (online) DOI 10.24167/Sisforma 
 

Ease (U) .808 Good 

Fun (S) 0,532 Poor 

Intention to use (T) 0.754 Acceptable 

 
Table 5. reliability ratings 

 
 

F. Correlation 
The hypothesis used in the study using 

correlation between variables to test whether 

the variables: Usability (M), Easy (U), Fun (S) 

has a strong correlation with variable Intention 

(T). Seen from Table 6 that U and S have a 

strong correlation with the intention (T). 

Usability and was found in the variable (M) 

proved to be unrelated to the intention (T). 

This indicated that the Facility (U) and 

pleasure (S) in use Dr.plant game has a very 

close relationship with the desire of users to 

continue to use (T) Dr.plant game. 

 
Table 6. Correlation between variables 

                correlations 

 A G K MM SU SS ST 

A 
1 

-, 

030 

-, 

089 
, 008 , 114 , 027 

-, 

016 

G -, 

030 
1 

, 403 

** 

, 347 

* 
, 227 

-, 

007 

-, 

285 

K -, 

089 

, 403 

** 
1 , 288 , 240 , 108 , 059 

MM 
, 008 

, 347 

* 
, 288 1 

, 387 

* 

-, 

026 
, 112 

SU 
, 114 , 227 , 240 

, 387 

* 
1 

, 359 

* 

, 327 

* 

SS 
, 027 

-, 

007 
, 108 

-, 

026 

, 359 

* 
1 

, 532 

** 

ST -, 

016 

-, 

285 
, 059 , 112 

, 327 

* 

, 532 

** 
1 

 

 IV. CONCLUSIONS 
Dr.plant game is an horticulture game about 

fruit plants. Dr.plant game created with the 

concept of learn and play so that visitors can 

know about different kinds of fruit trees. 

Dr.plant game has some graphical look and 

approach the game with the original situation 

in hortimart. Fromresults of tests performed, it 

was concluded that Dr.plant game is a game 

that is easy to play and fun for visitors 

hortimart. This is evidenced by the results 

Dr.plant game testing to 43 respondents 

visitors hortimart, Dr.plant game easy and fun 

when played so that users will continue to use 

gaming Dr.plant and is not affected by the 

perception of age, sex, and perceptions of the 

usefulness of the game. 

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ISSN 2442-7888 (online) DOI 10.24167/Sisforma 
 

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