Design and Build 3d Educational Game "Motorized Millennials" for Indonesian Teenagers
Rancang Bangun Game Edukasi 3d "Milenial Bermotor" Bagi Remaja Indonesia
Traffic signs are one of the things road equipment which consists of symbols, numbers, letters, sentences or a combination of them serves for prohibitions, orders, warnings, and instructions for road users. The younger generation often neglects even many who do not obey the traffic rules, as a result, accidents often occur. From a research Rahmi concluded that 84.5% of students ride motorbikes to school and get 56.8% respondents and have criteria for less safe actions in two-wheeled driving and 43.3% safe criteria including driving while communicating with a mobile phone 51% (Rahmi, 2009 ). An innovation that is suitable for Indonesian youth in studying traffic signs is the game method. Because teenagers tend to like to play and learn. so the game method with game media is very suitable to be applied to make it easier for teenagers to learn about traffic signs. Therefore, the purpose of this research is one of them can attract the interest of the younger generation to be able to learn to recognize traffic signs in order to reduce accidents while driving. The data collection methods that we use in this study include: Interviews, Field Observations, Functional Requirements Analysis, System Design, System Testing, Application Testing Design. We have carried out the results of testing this educational game starting from testing all buttons, displaying questions, displaying scores, and displaying every available menu. The results of research that have been carried out are displaying menus in motorized millennial games including: first we install the apk, bring up the application icon, display the game start page starting from: how to play, start and exit.
 Undang-Undang Nomor 13 tahun 2014 tentang Rambu Lalu Lintas
 Kusminingrum, N., & Gunawan, G. (2008). Polusi udara akibat aktivitas kendaraan bermotor di jalan perkotaan Pulau Jawa dan Bali. Jurnal, Jakarta, Puslitbang Jalan dan Jembatan.
 Mustaqbal, M. S., Firdaus, R. F., & Rahmadi, H. (2015). PENGUJIAN APLIKASI MENGGUNAKAN BLACK BOX TESTING BOUNDARY VALUE ANALYSIS, I(3), 31–36.
 Andriyanto, Irawan (2016) Game edukai pengenalan rambu-rambu lalu lintas untuk anak SD, Skripsi. Universitas Muhammadiyah Surakarta
 Wulandari, fitri. (2015) Pemahaman Pelajar Tentang Disiplin Berlalu Lintas. Jurnal sosiologi vol 3
 S. Muyaroah dan M. Fajartia, “Pengembangan MediaPembelajaran Berbasis Android dengan menggunakan Aplikasi Adobe Flash CS 6 pada Mata Pelajaran Biologi Abstrak”, Innov. J. Curric. Educ. Technol., vol. 6, no. 2, pp. 79–83, 2017
 D. W. Putra, A. P. Nugroho, dan E. W. Puspitarini, “Game Edukasi Sebagai Media Pembelajaran Pendidikan Anak Usia Dini”, Inform, vol. 1, no. 1, pp. 1–8, 2016.
 Sholekha, Ikrar Amalia., Arwani, Issa., & Afrianto, Tri (2018), “Pengembangan Gane Edukasi Ayo Belajar rambu-rambu lalu lintas berbasis Kinect. Jurnal. Universitas Brawijaya.
F. Wulandari, “Pemahaman Pelajar Tentang DisiplinBerlalu Lintas (Studi di SMK Kesehatan)”, ejournal Sosiatri - Sosiol., vol. 3, no. 3, pp. 52–64, 2015
Rahman, R. A., & Tresnawati, D. (2014). PENGEMBANGAN GAME EDUKASI, 184–190.