"LET'S CLEAN UP" a Game for Children’s Hygiene Learning Sisforma vol.3 no.2 November 2016 : 51-57 51 "LET'S CLEAN UP" a Game for Children’s Hygiene Learning Nurvianto Nugraha Putra Faculty of Computer Science, Soegijapranata Catholic University (SCU) Semarang, Indonesia nurviantonugrohoputro@gmail.com FX. Hendra Prasetya, MT Faculty of Computer Science, Soegijapranata Catholic University (SCU) Semarang, Indonesia hendra@unika.ac.id Alb. Dwiyoga Widiantoro, S.Kom, M.Kom Faculty of Computer Science, Soegijapranata Catholic University (SCU) Semarang, Indonesia albertusdwiyoga@gmail.com Abstract - Health is an absolute need for all human beings. When they are healthy, the humans can perform all activities smoothly. So people should always keep good hygiene for themselves and the environment in which they live. Education about hygiene should be taught from an early age so that children can understand the importance of maintaining hygiene for health. In addition to the conventional media of learning through formal education, alternative media can be used as a medium of learning for children. Then a game, "Let's Clean Up", is designed with the theme of hygiene to children by using the application Construct 2. The objective of this study was to design a medium of learning about hygiene through games Keywords: Hygiene, Health, Educational Games, Games I. INTRODUCTION Maintaining cl eanliness i s i mportant f or humans. Because cl eanliness i s es sential t o human he alth. Keeping hum an hygiene can prevent di seases and make people feel comfortable. For example, maintaining healthy teeth diligently will protect children from dental c aries. The chi ldren should be introduced t o brus h their teeth from an early age and when it i s done continuously i t w ill become a habit[1]. Teaching personal h ygiene s hould be taught t o the ch ildren at an early ag e, especially w hen children play w ith the s tuffs around them that can carry germs. For example, when children like t o play in the ground, t hen the possibility of a c hild t o be infected by hookworm is big e nough[2]. In addition to maintaining t heir he alth, environmental h ealth is a lso very i mportant. Children should be t aught t o care abou t t he surrounding environment such as not to scatter his stuffs in his room and not to litter. Parents s hould be abl e t o teach cleanliness starting from small things like teaching how to tidy up their r oom, t ake a ba th regularly and other matters. Often there are children who do not w ant t o be told to tidy up their room. The children may f eel t hat the room i s t oo l arge and t he toys are too m any which make mailto:nurviantonugrohoputro@gmail.com� mailto:albertusdwiyoga@gmail.com� "LET'S CLEAN UP" a Game for Children’s Hygiene Learning Sisforma vol.3 no.2 November 2016 : 51-57 52 children feel lazy to tidy up [3]. In a ddition t o teaching cleanliness for children directly, there is other way, which is to use a game. With the game chi ldren can learn with more f un. With this m ethod of l earning, the game i s expe cted to improve their understanding qui ckly because it makes children interested in playing games[4]. "Let's C lean Up" game theme i s about maintaining pe rsonal hy giene and the environment. This g ame is about a character who w as doi ng c hores, s uch a s s weeping, mopping, c leaning di rt and ot her houseworks. Games are won b y using scores and are limited by t ime. W ith this g ame t he ch ild is expected to be ab le to understand t he importance of cleanliness. II. LITERATUR REVIEW 2.1 Hygiene Hygiene is s omething t hat c an not be separated in the l ives of ev eryday pe ople. Cleanliness m ay be an important el ement i n health and disease pr evention by keeping us safe from the v arious di seases t hat c an infect the bod y. Additionally hygiene can provi de a sense of comfort and a lovely atmosphere. Cleanliness ne eds t o be i ntroduced t o t he children s o that they know t he i mportance o f health. S ince their childhood children should be t aught to m aintain their health starting from s imple t hings. H ouse c ould be t he beginning of l earning cl eanliness. Starting from waking up the child can begin to clean up the be d. After t hat t he children can continue with their personal hygiene like brushing their teeth, taking a bath and changing clothes[5]. 2.2 The Relations between Student Achievement and Health School ag e i s a pe riod in which children become v ery vulnerable t o health problems. Health problems can be caused b y environmental i nfluences or ha bits of children who lack medical a ttention. Parents and schools s hould be a ble t o g ive l essons on health to the ch ildren so that t he ch ild w ill always be he althy and able t o follow t he lessons i n s chool well. There ar e s ome children's daily habits that can affect the health of children like pattern of bre akfast and lunch, body cl eanliness, clothes cleanliness, s nack habits and environmental factors[6]. 2.3 Game Game i s pa rt of t he act ivities i n which interconnected. In the game there are rules that are quite complex and the players can interact with e ach ot her. The m ain purpos e of p laying the game is to entertain. Game requires players to s olve various probl ems i n the m ost appropriate way and fast[7]. 2.4 Game Based on Environment Game is not only for fun b but it can also be a m eans of edu cation. An example of an educational g ame is Edunvi game. Edunvi Game is created by W afta Adita R ifai. He made t his game t o deliver education a bout environment cleanliness, especially on trash. He cons idered that t he a mount of l itter, especially in very large cities, so that the level of w aste m anagement ne eds t o be t aught t o children. With this Edunv i G ames, it i s expected that t he chi ld can understand environmental cleanliness and garbage. In this game t he pl ayer w ill be as ked to classify t he waste based on its classification[8]. 2.5 Education Games Educational game is a g ame in digital form that i s de signed for edu cational enrichment (supporting learning and t eaching), us ing interactive multimedia technology [9]. Daryanto mentions t hat t he m aterials a nd methods i n the i mplementation of t he Environmental Edu cation used until no w ar e still no t s ufficient s o that unde rstanding t he target g roup for e nvironmental pro tection i s "LET'S CLEAN UP" a Game for Children’s Hygiene Learning Sisforma vol.3 no.2 November 2016 : 51-57 53 not i ntact. I n addition, t he i mplementation of methods and materials on Environmental Education is not applicable and is considered less in solving environmental problems. Along with big e nough de velopment of t echnology today, the de velopment of applications t hat are cheap, popular and preferred by children is required[10]. 2.6 Game Engine Used Game Eng ine i s a s oftware cr eated and designed for t he de velopment of a g aming application. With Game Engine Game-making becomes m ore ef ficient. The t ime r equired is faster and easier be cause i t a lready cont ains a variety of t ools t hat he lp i n m anufacturing Game D eveloper G ame. It al so has f eatures such a s 2D a nd 3D re ndering, c ollision detection, audio, g raphics, a rtificial intelligence, etc[11]. Game eng ine C ostruct 2 is one of t he game engine that can be used to create games, especially 2D g ames. Construct 2 is a game engine t hat is al ready com patible w ith several platforms in bo thsmartphones and PC l ike Android, Iphone, W indowsPhone w indows and it can even be us ed as a H TML5-based game. Construct 2 has s everal adv antages o ver other game engines. First, this game engine is easy to use and learn. Construct 2 i s not using too m uch c oding or prog ramming, but emphazing more on logic. Beginners can learn from games template already a vailable i n Construct 2. S econd, B ehavior or F lexible Behavior i s a ki nd of com mand that ha s be en provided b y Cons truct 2 s o us ers no l onger need to enter the same command. Third, users can see a pr eview of t he g ame t hat ha s been created t hrough a brow ser on a c omputer. Fourth, Co struct 2 c an produc e a g ame t o different pl atforms or Cros s P latform such as Android, i Phone, W indows P hone, W indows, Linux, a nd HTML5. Fifth, Cons truct 2 can also add a plug-in t hat prov ides a dditional visual ef fects. The disadvantages of Con struct 2 i s i f you w ant t o a dd m otion e ffects on t he object it will be ha rder t o outsmart be havior given to the object. So it must add an event on its own sheet event[12]. III. RESEARCH METHODOLOGY 3.1 Approach Method The m ethod used is a m ethod of r esearch and de velopment (R esearch A nd Development). A ccording to Soegiyono (2009) m ethods of re search a nd d evelopment are to produce and test those products[13]. To produce a single product, it is necessary to analyze t he ne eds of t he r esearch. So that the product can solve the problem formulation. The stages in this study are as follow: a. Problem Analysis Problem ana lysis i s u sed to determine what the probl em is in t erms of cleanliness. Trying to find solutions for solving problems. b. Designing Games Designing Games i s t he stage of system design to design games that will be g enerated to be an interactive media in learning cl eanliness. This stage is to facilitate the implementation so design s ketches a nd s tory boa rd must be prepared. c. Games Implementation GamesImplementation is the process of translating a design into a real form. In this s tudy t he g ame i mplementation process is using Construct2. d. Testing At t his s tage t he g ame i s not on ly tested for feasibility, but also tested for its ef fect t o the ch ildren who use this game. e. Game analysis If the test shows that the game does not have an impact on children. Then it i s necessary to study what is the cause of the f ailure and m ake i mprovements to the game. "LET'S CLEAN UP" a Game for Children’s Hygiene Learning Sisforma vol.3 no.2 November 2016 : 51-57 54 Fig. 1 Flowchart of the Stages in the Research method 3.2 Research Object Object that is examined in this study i s t he educational g ame entitled "Let's C lean Up". This g ame is a l earning t ool for c hildren to learn cleanliness. Respondents used for t esting act ivities ar e children ranging from 5-13 y ears old. During the test, the child will be accompanied to us e "Let's Clean Up" Games. 3.3 Techniques in collecting of data Technique in collecting of da ta was a questionnaire. The questionnaire was filled out by t he chi ld while they w ere testing "Let's Clean U p" Games. The que stionnaire i s a technique i n da ta collection where t he respondent w ill be g iven a s et of w ritten questions that will be filled by the respondent. Questionnaires will be given twice: before and after the g ame t esting or pre test and pos ttest. After da ta collection, the da ta w ill b e used as one. 3.4 Games Implementation This stage is to make the design view to be applied to the game. Fig. 2 Character design and games sprite It displays character and sprite design that will be used in the game and makes the sprite to be playable in the game. It also provides the animation in the game display. Fig. 3 “Let’s Clean Up” Start Page The i nitial v iew of t he games cont ains a play but ton, opt ions, c redit a nd s hare. Players can t urn off or t urn on the noi se of t he game by passing the option. "LET'S CLEAN UP" a Game for Children’s Hygiene Learning Sisforma vol.3 no.2 November 2016 : 51-57 55 Fig. 4 Display of map menu Games m enu display shows the f ive m aps that can be s elected and played. In t he beginning only one folder is open but when the other map will begin to open after level up Fig. 5 Display of dialog It display dialogue between Aya and her mother before starting the game. Fig. 6 View of game 1 map Pictures above are the g ame v iew of the map room. Players w ill be as ked to clean the bedroom by tidying s tuffs through clicking or draging stuffs into place. Fig. 7 Event Sheet On Drag While playing in the map of room, there are items that are not put in the place and there are garbage scattered ar ound the r oom w hich the player m ust m ove by dragging t he obj ect t o where it should be. Fig. 8 Event Sheet On Click "LET'S CLEAN UP" a Game for Children’s Hygiene Learning Sisforma vol.3 no.2 November 2016 : 51-57 56 Entering the room map, the player then find the scattered items. A player's t ask is simply clicking on scattered items so that t hey can tidy up themselves Fig. 9 Event sheet goal of the game Each g ame ha s a nu mber of di fferent obstacles. To win the g ame, the pl ayer must complete a number of obstacles that have been set. Fig. 10 Event sheet of number of lives In each game t he pl ayer will only be given three lives. When players m ake a m istake i t will reduce the life. When the life is over then the pl ayers w ill be cons idered lost an d the game must be repeated. IV. RESULTS AND DISCUSSION 4.1 Pretest Pretest i s a que stion given to respondents before t esting. This i s done t o determine t he level of unde rstanding of re spondents on a material before testing. From the results of pre test conducted on 31 children, i t i s found that 67.7% of t he respondents say cl eanliness i s v ery i mportant and 32.1% s ay t hat cl eanliness i s l ess important. T hen 22.6% of the children s aid that she h ad never r eceived hygiene education. 4.2 Posttest Posttest i s a que stion given to respondents after t esting. This i s done t o determine t he success of the test. The post test found t hat 71% of the children said that t hey were interested in the game of "Let's Clean Up". And 77.5% of them said that the g ame, "Let's C lean Up", has described about cleanliness. V. CONCLUSIONS From t he re search, problem ana lysis, game design and stage of com pletion, then the finding can be de duced i ncluding t he following: a. The proc ess of de veloping e ducational game "Let's C lean Up" w ith applications Cons truct 2 a s m edium o f learning chi ldren about h ygiene through several s tages are among others, problem an alysis, game de sign, game i mplementation, testing and analysis of games. The testing phase of "Let's C lean Up" game is tested to 31 respondents. b. The t est d ata of 31 re spondents show that 45.2% of t he c hildren s aid that "Let's C lean Up" game has al ready describe the importance of cl eanliness. And 51.6% of the children be come aware of the cleanliness after playing a game of " Let's C lean Up" a nd 29% becoming very understanding. C. Responses t o t he us e of "Let's C lean Up" game was c onsidered qu ite g ood. The data show that , 54.8% a nd 16.1% of t he r espondents agree t hat t he game is very good ACKNOWLEDGMENT "LET'S CLEAN UP" a Game for Children’s Hygiene Learning Sisforma vol.3 no.2 November 2016 : 51-57 57 Nurvianto N ugraha P utra is a student w ho receives a s cholarship from M inistry of National Education of Re public I ndonesia (Beasiswa U nggulan Kemendikbud Re publik Indonesia). REFERENCES [1] P. I. Pinatih, “KARIES P ADA ANAK YANG M ENYIKAT GI GI DI SEKOLAH,” J. Chem. Inf. Model., vol. 53, no. 9, pp. 1689–1699, 2013. [2] D. Sumanto, P. Studi, M. Epidemiologi, P. S arjana, a nd U . D iponegoro, “FAKTOR RISIKO INFEKSI CACING TAMBANG P ADA ANAK SEKOLAH,” p. 6, 2010. [3] E. SAGITHA, DEA BULAN a nd FAISAL, “RANCANG BANGUN APLIKASI GAME 2D M ERAPIKAN KAMAR TIDUR,” 2013. [4] H. Kurniawan, J . T. Informatika, and F. Komunikasi, “PENDUKUNG MATERI TAMAN P ENDIDIKAN AL-QUR ’ AN M ELALUI GAME E DUKASI UNTUK ANAK U MUR 6 -10 TAHUN MENGGUNAKAN M ACROMEDIA FLASH 8.” [5] A. ARI, “GAME EDUKASI SEBAGAI SARANA M ENJAGA KE BERSIHAN DAN K ESEHATAN GI GI UNTUK ANAK-ANAK U SIA 5 -6 T AHUN,” 2012. [6] Y. Elviani, “MENCUCI T ANGAN DENGAN BENAR P ADA S ISWA KELAS V S DIT AN -NIDA ’ KOTA LUBUKLINGGAU T AHUN 2013,” 2013. [7] A. T . S . Nugroho, “ Definisi G ame da n Jenis-Jenisnya,” 2011. [8] Wafda A dita R ifai, “PENGEMBANGAN GAM E EDUKASI L INGKUNGAN BERBASIS ANDROID,” Statew. Agric. L. Use Baseline 2015, vol. 1, 2015. [9] I. Indriani, Nelly; S etiawan, “MEMBANGUN GAME E DUKASI SEJARAH WALISONGO Jur nal Ilmiah Komputer da n Informatika ( KOMPUTA ) ,” J. Ilm. Komput. dan Inform., vol. 1, no. 2, pp. 41–48, 2012. [10] Drs. D aryanto, PERLUNYA PENDIDIKAN LINGKUNGAN HIDUP DI SEKOLAH, 1st ed. Gava Media, 2013. [11] A. Winarno, “Pengertian Game Engine,” 2012. [12] H. Trisnanda, “Pembuatan Game Juggernaut E scape M enggunakan Fps Creator X10.” [13] Sugiyono, Metode Penelitian Bisnis (Pendekatan Kuantitatif, Kualitatif, dan R&D). Bandung: Alfabeta, 2009.