Design and Develop the Tax Ladder Educational Game (ARTAJAK) as an Interactive Media to Raise Tax Awareness among Elementary School Children

Authors

  • Elsa Apriani Muhammadiyah University Prof. Dr. Hamka
  • Rahmi Imanda Muhammadiyah University Prof. Dr. Hamka
  • Hafizh Dhery Al Assyam Muhammadiyah University Prof. Dr. Hamka
  • Atsna Virayani Yusriy Widarey Muhammadiyah University Prof. Dr. Hamka

Keywords:

Game Edukasi, Android, Prototipe, Ular Tangga, Pajak, Game Education,Android, Prototype, Snakes and Ladders, Tax

Abstract

In this era of the 4.0 industrial revolution, there are still many people who lack understanding about taxes. Due to this situation, early tax education is highly necessary. Because of the limited comprehension among children regarding the significance of the role of taxes, it greatly influences national development. Therefore, the objective of this research is to educate elementary school children through the creation of a snake-and-ladder game accompanied by quizzes about basic tax concepts. The development of this game employs the prototype research method as it helps developers work with users to effectively define system requirements, thereby minimizing system errors from the outset. The results of creating this game indicate that the developed game is able to enhance users' insights into tax knowledge and has been field-tested by 5 elementary school students to assess the success of the created ARTAJAK game.

Downloads

Download data is not yet available.

Author Biographies

Elsa Apriani, Muhammadiyah University Prof. Dr. Hamka

Computer Engineering Student, Faculty of Industrial Technology and Informatics

Rahmi Imanda, Muhammadiyah University Prof. Dr. Hamka

Lecturer of Informatics Engineering, Faculty of Industrial Technology and Informatics

Hafizh Dhery Al Assyam, Muhammadiyah University Prof. Dr. Hamka

Computer Engineering Student, Faculty of Industrial Technology and Informatics

Atsna Virayani Yusriy Widarey, Muhammadiyah University Prof. Dr. Hamka

Taxation Student, Faculty of Economics and Business

References

Heny Friantary, “BUDAYA MEMBACA SEBAGAI UPAYA PENINGKATAN KUALITAS HIDUP MASYARAKAT,” DISASTRA Journal Pendidikan Bahasa dan Sastra, vol. 1, no. 1, hlm. 66–70, Des 2018.

Nahdah Fistra Karnedi dan Amir Hidayatulloh, “PENGARUH KESADARAN PERPAJAKAN, SANKSI PAJAK DAN TAX AMNESTY TERHADAP KEPATUHAN WAJIB PAJAK ORANG PRIBADI,” Profita: Komunikasi Ilmiah Akuntansi dan Perpajakan, vol. 12, no. 1, hlm. 1–9, Apr 2019

Aisyah Cinta Putri Wibawa, Hashina Qiamu Mumtaziah, Lutfiah Anisa Sholaihah, dan Rizki Hikmawan, “GAME-BASED LEARNING (GBL) SEBAGAI INOVASI DAN SOLUSI PERCEPATAN ADAPTASI BELAJAR PADA MASA NEW NORMAL,” JOURNAL OF INFORMATION TECHNOLOGY AND VOCATION EDUCATION, vol. 2, no. 1, hlm. 17–22, Apr 2020.

Nursidik dan Akhmad Zaenul Ibad, “The Effect of Games on Children’s Psychological Development,” JURNAL MULTIDISIPLIN MARDANI, vol. 2, no. 3, hlm. 1331–1342, Apr 2022.

Dini Ardiningsih, “Pengembangan game kuis interaktif sebagai instrumen evaluasi formatif pada mata kuliah teori musik,” Jurnal Inovasi Teknologi Pendidikan, vol. 6, no. 1, hlm. 92–103, Apr 2019.

John W. Santrock, Perkembangan Anak, 11 ed. Jakarta: Erlangga, 2007.

T. Triyono dan A. Priatna, “Rancang Bangun Game Edukasi Sinau Basa Lan Aksara Jawa (Sibakja) Berbasis Android Menggunakan Adobe Flash Cs6 Untuk Siswa Sekolah Dasar Di Kebumen,” Jurnal Interkom: Jurnal Publikasi Ilmiah Bidang Teknologi Informasi dan Komunikasi, vol. 14, no. 4, hlm. 44–55, Jan 2020, doi: 10.35969/interkom.v14i4.61.

S. Sabila, K. Nabila, S. S. Ayunda, N. Khasanah, dan I. Pekalongan, “Prosiding SEMAI Seminar Nasional PGMI 2021 Pengaplikasian Game Edukasi (Ular Tangga) untuk Meningkatkan Konsentrasi terhadap Minat Belajar Peserta Didik.” [Daring]. Tersedia pada: http://proceeding.iainpekalongan.ac.id/index.php/semai-499-

Pemerintah Pusat, Undang-undang (UU) Nomor 28 Tahun 2007 tentang Perubahan Ketiga atas Undang-Undang Nomor 6 Tahun 1983 tentang Ketentuan Umum dan Tata Cara Perpajakan. Jakarta, 2007.

Indra Kurniawan, Roma Dhoni, Deva Arya Saputra, Fakhri Rahmat Wahyudin, dan Ahmad Mubais5, “IMPLEMENTASI METODE PROTOTYPE PADA SISTEM INFORMASI DIGITAL ANGKRINGAN BERBASIS WEB DI KECAMATAN MAYONG,” Journal of Information System and Computer, vol. 3, no. 1, hlm. 20–26, Jul 2023.

P. Astuti, “PENGGUNAAN METODE BLACK BOX TESTING (BOUNDARY VALUE ANALYSIS) PADA SISTEM AKADEMIK (SMA/SMK),” Faktor Exacta, vol. 11, no. 2, hlm. 186, Agu 2018, doi: 10.30998/faktorexacta.v11i2.2510.

Published

2023-12-13

How to Cite

Elsa Apriani, Rahmi Imanda, Hafizh Dhery Al Assyam, & Atsna Virayani Yusriy Widarey. (2023). Design and Develop the Tax Ladder Educational Game (ARTAJAK) as an Interactive Media to Raise Tax Awareness among Elementary School Children. Prosiding Seminar Nasional Teknoka, 8, 26–34. Retrieved from https://journal.uhamka.ac.id/index.php/teknoka/article/view/13867