eprintid: 51730 rev_number: 28 eprint_status: archive userid: 17681 dir: disk0/00/05/17/30 datestamp: 2025-07-16 03:21:15 lastmod: 2025-07-16 03:21:15 status_changed: 2025-07-16 03:21:15 type: thesis metadata_visibility: show contact_email: anjeligusnawan@gmail.com creators_name: GUSNAWAN, ANJELI creators_id: 3337210040 contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_name: Adipura Wicaksana, Cakra contributors_name: Rahman, Arief contributors_id: 199006282019031010 contributors_id: 199304202024061001 corp_creators: UNIVERSITAS SULTAN AGENG TIRTAYASA corp_creators: FAKULTAS TEKNIK corp_creators: PRODI INFORMATIKA title: PENGEMBANGAN GAME EDUKASI BAHASA INGGRIS BERBASIS ANDROID UNTUK SISWA SEKOLAH DASAR MENGGUNAKAN UNITY ENGINE DENGAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC) ispublished: pub subjects: L1 subjects: LB subjects: LB1501 subjects: PE subjects: T1 divisions: TKI full_text_status: restricted keywords: Game, Game edukasi, Bahasa Inggris, Game Android, Sekolah dasar, SD, Unity Engine, Game Development Life Cycle, GDLC, System Usability Scale, SUS, Game Experience Questionnaire, GEQ, Educational game, English language, Android game, Elementary school, Primary school abstract: This study was motivated by the low interest and ability in learning English, as well as the tendency to use digital devices primarily for entertainment rather than educational purposes. To address this issue, the research aimed to develop an Android-based educational game called PLAYLISH, designed to help students learn English through an interactive and engaging gameplay experience. The development method used in this study is the Game Development Life Cycle (GDLC), consisting of six stages: initiation, pre-production, production, testing, beta testing, and release. Data were collected through literature review, teacher interviews, and field observations. Evaluation was conducted using the System Usability Scale (SUS) and the Game Experience Questionnaire (GEQ). The results showed that PLAYLISH achieved an average SUS score of 87.58, which falls into the excellent category. GEQ scores for the dimensions of challenge, immersion, and competence were also rated good to very good, indicating a balanced and enjoyable learning experience. From a technical perspective, the application ran smoothly across various devices, with responsive UI navigation and interactions. These findings suggest that PLAYLISH is a feasible and effective alternative learning medium, with strong potential to enhance English language skills among elementary school students. date: 2025 date_type: published pages: 129 institution: Fakultas Teknik Universitas Sultan Ageng Tirtayasa department: PRODI INFORMATIKA thesis_type: sarjana thesis_name: sarjana official_url: https://informatika.ft.untirta.ac.id/ citation: GUSNAWAN, ANJELI (2025) PENGEMBANGAN GAME EDUKASI BAHASA INGGRIS BERBASIS ANDROID UNTUK SISWA SEKOLAH DASAR MENGGUNAKAN UNITY ENGINE DENGAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC). S1 thesis, Fakultas Teknik Universitas Sultan Ageng Tirtayasa. document_url: https://eprints.untirta.ac.id/51730/6/Anjeli%20Gusnawan_3337210040_Fulltext.pdf document_url: https://eprints.untirta.ac.id/51730/1/Anjeli%20Gusnawan_3337210040_01.pdf document_url: https://eprints.untirta.ac.id/51730/2/Anjeli%20Gusnawan_3337210040_02.pdf document_url: https://eprints.untirta.ac.id/51730/3/Anjeli%20Gusnawan_3337210040_03.pdf document_url: https://eprints.untirta.ac.id/51730/4/Anjeli%20Gusnawan_3337210040_04.pdf document_url: https://eprints.untirta.ac.id/51730/5/Anjeli%20Gusnawan_3337210040_05.pdf document_url: https://eprints.untirta.ac.id/51730/7/Anjeli%20Gusnawan_3337210040_Ref.pdf document_url: https://eprints.untirta.ac.id/51730/8/Anjeli%20Gusnawan_3337210040_Lamp.pdf document_url: https://eprints.untirta.ac.id/51730/9/Anjeli%20Gusnawan_3337210040_CP.pdf