University-Level of eLearning in ASEAN THE PETS:Game Introduction of Pets in Two Languages Sisforma vol.3 no.2 November 2016 : 70-75 70 THE PETS:Game Introduction of Pets in Two Languages Wahyu Febriyanto Game Technology Department, Faculty of Computer Science Soegijapranata Catholic University Jl.Pawiytan Luhur IV, Semarang, Indonesia wahdoer@gmail.com T. Brenda Chandrawati .ST., MT Game Technology Department, Faculty of Computer Science Soegijapranata Catholic University Jl.Pawiytan Luhur IV, Semarang, Indonesia brenda@unika.ac.id Erdhi Widyarto N .ST., MT Game Technology Department, Faculty of Computer Science Soegijapranata Catholic University Jl.Pawiytan Luhur IV, Semarang, Indonesia erdhi@unika.ac.id Abstract—Introducing environment to children is important.What includes in this environment is the life of living beings such as humans, animals, and plants. The role of parents is needed in introducing the living creatures. One of the living creatures that are endeared by children is animals, especially the pets. Therefore, making educational game “The Pets” will be interesting. With the game "The Pets" it is expected to help parents to teach the children about pets based on place of living and food.This paper describes how to design and create introducing pet game based on the type of food and its habitat in two different languages . "The Pets" has the Android platform with a minimum API Level 14 is created using the game engine Construct2. Using two dimensional model and image with interesting coloring for children, and using the application CorelDrawX4. From theresults of the survey, it is found that "The Pets" can provide new knowledge and can assist children in learning about pets based on place of living and food. Children who previously could not mention pets in English, after playing "The Pets" can name them in English. Keywords—Game, Education, the Pets, Pets, Interactive Learning I. INTRODUCTION Learning i s a proc ess or e ffort m ade b y someone to obtain a new change in behavior as the result of previous experiences in daily interaction[1]. Learning process is needed to stimulate t he g rowth of children, in t his period t he c hild i s e asy t o unde rstand instructional material provided. In addition to learning t hat can stimulate the g rowth of e arly c hildhood, other processes t hat can introduce ch ildren to the surrounding e nvironment is through t he process of pl aying. P laying i s i mportant to do in early childhood be cause at t hat ag e children are not f amiliar w ith anything but playing. According t o Piaget, playing is an activity done v oluntarily and self-motivated and can cause p leasure t o those w ho play it[2]. Besides, playing al so has be nefits s uch as increasing t he abi lity of ki nesthetic and children’s motor de velopment of t he ri ght brain that af fect em otional i ntelligence and children’s creativity, and c an develop children's ability to solve a problem[3]. There is another opinion on the definition of playing, often called the game. According mailto:brenda@unika.ac.id� THE PETS:Game Introduction of Pets in Two Languages Sisforma vol.3 no.2 November 2016 : 70-75 71 to Mintorogo, game i s an activity t hat ha s a provision that aims to have fun and also can be us ed a s children's l earning m edia[4]. Through g aming, it can increase t he i nterest of young c hildren t o l earn. In a ddition, children can play t hrough interactive games, and children can a lso get t he s cience of learning pasted on game. However, learning methods are applied to the form al s chools us ing t raditional l earning ones. That makes l earning m ethods a s a learning cen ter teachers and students as learning objects This methodemphasizes the mastery of l earning m aterials and text - oriented subject matter [5]. To s upport c hildren’s understanding of the l earning m aterial, t he aut hors w ill create educational g ames as a s uggestion t o s tudy and play to introduce children to pet, type of food a nd a lso a ha bitat of t he p et and its translation in English instead of t raditional methods us ing materials s uch as textbooks. This g ame i s i ntended for y oung chi ldren between the ages of 3-6 years. II. LITERATUR REVIEW 2.1 Sense of play According to Piaget, pl aying is a hum an activity that is done repeatedly intended as a pleasure[2]. Besides pl aying as a m eans of achieving g ood pro gress de velopmentally kinesthetic, motoric, right brain development and emotional intelligence i n expr essing their creativity[3]. Meanwhile, according t o Andang Ismail playing is an activity f or pl easure w ithout finding out w ho w on a nd l ost. T his act ivity is done voluntarily without duress[6]. 2.2 The function of playing for children Playingfor children functionsas a m eans of g etting t he chi ld that should a lso be interspersed with learning provide a stimulus to the ch ild. one interesting m ethod of learning i s w ith games[2].In the g ame t here is an element of pleasure. 2.3 Stages of play According to Piaget 's t heory i n[7],there are 4 phases in playing, namely : a. Sensory Motor Play (including age ¾ – 6 months) In this s tage chi ldren us e nerves, s mooth muscles, and their feelings. b. Symbolic / Make Believe Play (2 – 7 years) In this s tage chi ldren play real g ames using media in their daily lives c. Social Play Games With Rules (8 – 11 years) Children's games are conducted in groups and are limited by rules that are still modest d. Games With Rules & Sports (11 year more) These ar e playground activities and exercise ac companied by r ules t hat h ave been authorized or simplified. 2.4Understanding of learning There is some sense of learning according to the exp ert. According t o[1]learning i s a process or e ffort made by someone to obtain a new cha nge i n behavior a s a result of previous experience in daily life interaction. Meanwhile, according t o Hintzman[2]learning the changes t hat occur within the o rganism can be humans or animals ba sed on the exp erience g ained. Thus, it can influence t he be havior of bot h organisms. 2.5Learning through games Play the game now has become a lifestyle and fa miliar w ith t he g eneration of young people, especially those in urban areas. Now chi ldren aged under f ive ar e al ready familiar with the various gaming devices and games in playstation and computers [8]. Childhood i s a p eriod w here they c an be specifically r eceptive t o the s timuli g iven to him. This pe riod is v ery sensitive chi ld if given the stimulus, they w ill eas ily capt ure the i ntent of t he s timulus s o that t hey can remember it till adulthood. T hrough g ames children can be stimulated easily because children can easily cat ch a s ensitive i ssue [9]. 2.6Understanding of games According t o [4]game i s an activity t hat has a provision that aims for funand can also be used as a children's learning media. Based on the above s tatement it can be c oncluded THE PETS:Game Introduction of Pets in Two Languages Sisforma vol.3 no.2 November 2016 : 70-75 72 that game c an be us ed for c hild e ducation facilities. 2.7Stages tomake game According t o[8], in making the g ame there are five aspects to be considered:  Determining genre of game Choose one of t he genres t hat will be addressed. Genre specifies the targeted age i n m aking g ames, for example, for kids thegenre used i s usually casual  Determining tool use Tool selection i s important. Tool maker facilitates in making the game, for e xample if y ou w ant 3 dimensional t ools, uni ty is u sually used.  Determining gameplay The f low of t he game affects the player’sinterest. Gameplay enables players to play the game  Determining graphic Selection of g aming g raphics adapt the genre of the game, whether it's a cartoon or realist  Determining audio Audio affects t he a tmosphere of games played. 2.8Understanding bilingual According Bloomfield bilingual i s those who c an m aster and us e t wo or m ore different l anguages in pronunciation a nd vocabulary [10]. This s tudy us es two different l anguages namely E nglish a nd I ndonesian, i n t erms of voice, text and ot hers. So it is expected thatchildren can understand the game created in two different languages. 2.9 Benefits of being bilingual It will be easier to communicate because it controls structure of two or m ore different languages because people do not frequently adapt people using a different language [10]. According to Matlin, a bi lingual chi ld is more f lexible i n the s ense t hat they can be adapt to use different languages and are more likely creative [10] . III. RESEARCH METHODOLOGY 3.1 PlanningSystem Game development method is a way to be used in game de velopment r esearch whichwas c onducted on the t ools and techniques to achieve the purpos es of research on game de velopment. In t he development of t his g ame de velopment model , re search methods are used to develop or com plete t he s tudies t hat ha ve been done t o get m ore de tailed research and innovation[11]. First literature study i s done t o s harpen the issues and theories that are applied in this study. One s tudy i s m ade as a c omparison between the exi sting games and the development. Similar games , namely game " Belajar M engenal B inatang " was made b y Bamboo Media [12]. This game i ntroduced animals like as birds, polar animals,fish, and wild animals.In addition there ar e o ther studies relating to the introduction of animal puzzle game animals [11]. 3.2Game design This game application is d esigned and manufactured for t he A ndroid-based application that can be pl ayed via a smartphone or t ablet that ha s A ndroid operating s ystem. I n de signing a nd manufacturing game cal led " The P ets", the game eng ine as w ell as i mage pr ocessing applications are us ed in orde r t o get programming a nd graphics t hat s upport the designing and m anufacturing t he game [8].Game engine is a software used to design and create a g ame. Game eng ine ha s a function as a means of rendering 2D and 3D graphics, ph ysics e ngine, a udio c ontrol, scripting, animation, game, AI ( Artificial Intelligence), networking, streaming and setting chart[13]. 1. Gameplay “The Pets” Besides cont aining l earning materials,“The Pets" is also an educational gameso that children do not get bored to play this game. At t he be ginning of menu there i s an options:Indonesian l anguage a nd E nglish, then just g o to the main m enu. If the Indonesianis choosen, it will s peak THE PETS:Game Introduction of Pets in Two Languages Sisforma vol.3 no.2 November 2016 : 70-75 73 Indonesian with all-inclusive v oice f or an explanation, and vice v ersa i f s electing English. In the main menu there ar e m enus based on the habitat of the animals. There are three ha bitats taken from pe ts, namely l and, air, water. There ar e addi tional m enu a s a navigation menu in-game sound a nd language, setting menu. 2. GUI (Graphic User Interface) Design “The Pets” In game de velopment, layout of t he t itle, menu, and background need to be considered in orde r to a llow a us er or us ers to understand t he fl ow of t he g ame which is played[14]. “The Pets" ar e designed usingGUI t hat i ncludes na vigation by l and, air, water and setting. From the main menu of ha bitat selection of pe t i s t he scene menu for land, air, and water that contains a m enu to learn and play so that children get learning from the introduction of animal and can play mini g ame. Figure 3.2 is a l ayout de sign scene of inland navigation. Figure 3.2 the main landline Scene Then, in each habitat there is a GUI design for l earning, w hich i s t he form of the introduction of p ets a ccording t o t heir habitat. There i s r ecognition in t he f orm of pictures of a nimals, a nimal s ounds, s ound accompaniment, and t he pet food. T he design of t he m enu scene r ecognition as an example is shown in the figure 3.3. Figure 3.10 Learning scene IV. RESULTS AND DISCUSSION 4.1 Making games For the chosen game engine in the making "The P ets", Cons truct2 chosen is image processing a pplication Core lDraw X4. Cosntruct 2 was selected because it is light in terms of usage and can also be used in multi- platforms. Coreldraw x4 i s selected for each because it i s on e of t he app lications processing v ector images whichare s table i n generating drawings and coloring suitable for game “The Pets". 4.2Display game Display game or g ame i nterface p lays a n important r ole i n a g ame. The d isplay of pictures arearranged on a re gular l ayout t hat makes g ame be comes i nteresting. In Construct2 an image is called layout. Design view i s cr eated i n such a way t hat user does not e xperience prob lems i n operating the game “The Pets". Here i s a de scription of layout view of th game: 1. Splash screenmenu Figure 4.1 SplashscreenDisplay Figure 4.1 i s a di splay of splash screen menu of " The P ets". Splash screen menu here is used t o i nform t he beginning a nd i s used to preload the asset picture and sound in the game. Loading ba r is used as i ndicator lights i n preload image and sound, w hen loading bar is full, it will appear next scene. 2. Main menu Main m enu c ontains 4 m enu opt ions, namely land, air, water and setting.Figure 4.2 is a l ayout v iew m ain menu. Main menu is the most important menu in t he game where it controls the layout to the other menus. THE PETS:Game Introduction of Pets in Two Languages Sisforma vol.3 no.2 November 2016 : 70-75 74 Figure 4.2Display Main Menu 3. Learning menu Figure 4.3 i s a menu of t he i ntroduction of pets living on land. There are buttons like back but ton, l isten to s ound of a nimals, pet food, a s w ell a s ri ght a nd left but tons t o change s elected animal. There i s al so a companion v oice t hat t ells w hether the animal i s be ing viewed, a poppi ng s ound when animal appears. Figure 4.3Display learning menu 4. Mini game menu Figure 4.4 contains i nteractive g ames, player is instructed to draw up a pet pictures land i n row s of t hree or m ore of t he boxe s that continue to emerge from t he bot tom up. In every pa rticular po int s peed will be increased and therewill app ear a di fferent animal picture box again. Figure 4.4Display mini game menu V. CONCLUSIONS From the above di scussion, it can be concluded: 1. “The Pets" i s an introduction to the child's game about pets based on food and habitat whichare pr esented into two di fferent l anguages, namely Indonesian a nd E nglish. Game “The Pets” for ages 3-6. 2. Graphic “The Pets” i screated by2- dimensional i mage w ith interesting colors s o t hat c hildren are more interested in pl aying t his game. This game ha s a ba se Android platform, and will be upl oaded to Play S tore using t he m inimum A PI Level 14 or Android version I ce Cre am Sandwitch. 3. "The Pets" cont ains t hree m enu: animal habitats. In each menu there is a m enu option to l earn and play, every m enu booklet t ells you how t o play the game " The Pets". ACKNOWLEDGMENT Wahyu F ebriyantois gratefully acknowledged t o BeasiswaUnggulan scholarship s upported from B ereau for Planning a nd I nternational Coope ration, Ministry of E ducation a nd Cul ture of Indonesia. REFERENCES [1] Slamet, “Belajar dan Faktor-Faktor yang Mempengaruhi.” R ineka C ipta, Surabaya, 1991. THE PETS:Game Introduction of Pets in Two Languages Sisforma vol.3 no.2 November 2016 : 70-75 75 [2] K. Hernawati, “Pengenalan teknologi sejak dini dengan belajar sambil bermain melalui S martphone,” i n Seminar Nasional Matematika dan Pendidikan Matematika FMIPA UNY, 2012, no. T - 20, pp. 978–979. [3] J. Freeman a nd U . Munandar, “ Cerdas dan Cemerlang.” P T. Gramedia P ustaka Utama, Jakarta, 2001. [4] J. M . M intorogo, A. Adib, a nd A. W . 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