EDUCATION SOFTWARE DESIGN OF FACULTY ROOM FOR ENERGY EFFICIENCY
Abstract
Nowadays, Global Warming has become a new issue whom impact can be very devastating and can threat the earth and human existence in the future. Since the impact can be very dangerous, many efforts have been done and many ideas have been proposed to prevent and reduce the effect of Global Warming. One of them is to introduce the importance of energy saving. This paper reports on the process of design and development of the prototype of an alternative solution which implement serious game to introduce to the user the importance of buying appliances which can consume energy efficiently
Keywords: Educational software, serious games, energy efficient, Global Warming prevention
References
DAFTAR PUSTAKA
Abt, C. C. (1970). Serious games: Viking Press. Adobe Systems. (2005). Adobe Photoshop (Version CS2). Retrieved from https://www.adobe.com/
Alessi, S. M., & Trollip, S. R. (2001). Chapter 2: Learning principles and approaches. In Multimedia for learning: methods and development (3rd editioned., pp. 16-47). Boston, MA: Allyn & Bacon, Incorporated.
Allianz, & World Wide Fund for Nature. (2011). CEO2 - Climate Business Game. Retrieved from http:// www.ceo2-game.com/
American Council for an Energy-Efficient Economy. (n.d). Consumer Guide to Home Energy Savings Online Retrieved 2010, June 5, from http://www.aceee. org/consumer
Aviva, & Playgen. (2008). FloodSim [Flash Game, Video Game]. Retrieved from http://playgen.com/play/ floodsim/
Corti, K. (2006). Games-based Learning; a serious business application. Informe de PixelLearning, 34(6), 1-20.
Department of Energy, & Environmental Protection Agency. (n.d). Energy Star. Retrieved 2010, June 5, from http://www.energystar.gov/
eTeks. (2010). Sweet Home 3D (Version 2.3). Retrieved from http://www.sweethome3d.com/index.jsp
Eysenck, M. W. (2000). Psychology: A Student’s Handbook. Hove, UK: Psychology Press.
HopeLab, & Realtime Associates. (2006). Re-Mission [Windows Game, Video Game]. Retrieved from http://www.re-mission.net/
IBM Corporation. (2013). Statistics Package for the Social Sciences (Version 22). Retrieved from http:// www-01.ibm.com/software/analytics/spss/
International Crisis Group, mtvU, & Reebok Human Rights Foundation. (2006). Darfur is Dying [Flash Game, Video Game]. Retrieved from http://www. darfurisdying.com/
Mayer, R. E. (2005). Chapter 1: Introduction to multimedia learning. In The Cambridge Handbook of Multimedia Learning: Cambridge University Press.
Microsoft. (2007). Microsoft Visual Studio 2008. Retrieved from http://msdn.microsoft.com/en-us/default. aspx
Microsoft. (2009). Microsoft XNA Game Studio (Version 3.1). Retrieved from http://msdn.microsoft.com/ en-us/default.aspx
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning - a review of the literature.
Natural Resources Defense Council. (n.d). Efficient Appliances Save Energy -- and Money: Consumers get lower utility bills, and we all get a cleaner environment. Retrieved 2010, June 5, from http:// www.nrdc.org/air/energy/fappl.asp
Red Redemption. (2011). Fate of the World [PC Strategy Game]. Retrieved from http://www.fateoftheworld. net/
Rosson, M. B., & Carroll, J. M. (2003). Scenario-based design. In A. J. Julie & S. Andrew (Eds.), The human-computer interaction handbook (pp. 1032-1050): L.
Erlbaum Associates Inc.
Susi, T., Johannesson, M., & Backlund, P. (2007). Serious Games – An Overview. Skövde, Sweden: University of Skövde, Sweden.
The British Broadcasting Corporation, & Red Redemption. (2006). Climate Challenge [Flash Game, Video Game]. Retrieved from http://www.bbc.co.uk/ sn/hottopics/climatechange/climate_challenge/ index_1.shtml
Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE review, 41(2), 16.
Zyda, M. (2005). From Visual Simulation to Virtual Reality to Games. Computer, 38(9), 25-32. doi: 10.1109/mc.2005.297