Abstract

Earthquake activity in Indonesia is extremely high in which there are 400 earthquakes every month on average. Most victims are children because they are lack of knowledge about earthquake mitigation. Through the educational game, it was expected that children could optimally absorb the knowledge provided. This game is intended for children with an age range of 6-9 years old because, at that age, children have understood enough to play the game with a narrative so that they can absorb the information delivered through this game. The UI design in this game refers to the four menu displays, namely start, help, setting, and exit. Regarding how to play this game, it is started from the players to enter the same room code and will be directed to the game board, namely red, blue, and green boards. Alternately, the player will roll the dice, if the players are on the red board, then they will get information. If they are on the blue board, they will choose whether the image provided is under the narrative or not, if it is wrong, they will return to the menu start. If they arrive at the green board, they will be asked a question then choose which image matches the narrative given, if it is wrong, the player will return to the start menu. Then the testing of this game is based on UI / UX using the User Experience Questionnaire (UEQ) and respondents' perceptions about the Earthquake Mitigation Educational Game. Earthquake mitigation educational games show positive results where the mean and variance results produce a green up arrow in table format and the box bar graph format are in a positive area. Besides, the UEQ benchmark from the six UEQ scales obtained excellent results. This indicates that users have got their needs both in terms of functionality and ease of use.

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