Perancangan Game Parkour 3D Sebagai Media Pembelajaran Edukatif Berhitung Berbasis Roblox Studio

Penulis

  • Haikal Pratama Marpaung Universitas Pembangunan Panca Budi
  • Hendry Universitas Pembangunan Panca Budi
  • Hanna Willa Dhany Universitas Pembangunan Panca Budi

Kata Kunci:

Educational Game , 3D Parkour, Mathematics Learning, Unity, GDLC

Abstrak

The rapid development of digital technology provides significant opportunities for utilizing games as interactive learning media, particularly in mathematics, a subject often perceived as difficult and less engaging by elementary school students. This study aims to design and develop a 3D Parkour Game as an educational medium for arithmetic learning using Unity. The method applied in this research is the Game Development Life Cycle (GDLC), which consists of the stages of initiation, pre-production, production, beta, and release. During the design phase, flowcharts and Finite State Machine (FSM) models were employed to illustrate the gameplay flow and character behavior mechanisms within the game. The results indicate that the developed game is capable of delivering a more interactive, challenging, and enjoyable learning experience through a 3D parkour concept. In this game, players control a robot character to overcome various obstacles and reach the finish line. Beyond serving as an entertainment medium, the game also has the potential to enhance students’ cognitive skills, including focus, concentration, decision-making, and visual-motor coordination. Therefore, the 3D Parkour Game is considered a viable alternative medium for arithmetic learning and holds potential for further development through the integration of more complex mathematical materials and empirical classroom-based effectiveness testing.

Unduhan

Data unduhan belum tersedia.

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Unduhan

Diterbitkan

30-04-2026

Cara Mengutip

Haikal Pratama Marpaung, Hendry, & Hanna Willa Dhany. (2026). Perancangan Game Parkour 3D Sebagai Media Pembelajaran Edukatif Berhitung Berbasis Roblox Studio. Jurnal Nasional Teknologi Komputer, 6(2), 978–989. Diambil dari https://publikasi.hawari.id/index.php/jnastek/article/view/427

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