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"Wilah: Kartu Edukasi Pemilahan Sampah" Digital Based Game

Stephanie Nathania

The Covid-19 pandemic has forced people to carry out activities from their own home. This has caused problems to analog game industry, one of which is "Wilah:Kartu Edukasi Pemilahan Sampah". Waste issue in Indonesia is an ongoing problem even during the pandemic. That's why there is an urge to keep educating people with an appropriate educational media. One of the ways is by designing "Wilah: Kartu Edukasi Pemilahan Sampah" into a digital based game. "Wilah: Kartu Edukasi Pemilahan Sampah" educates the players about the importance of waste sorting, waste category, and the dangers of burning waste. There are five steps in designing the digital based version of Wilah, which are Orientation, Analysis, Conceptual Design, Design Development, and Implementation. The end result of the design is a mock-up of Wilah's visual concept. The designing of the digital based "Wilah: Kartu Edukasi Pemilahan Sampah" is hoped to be able to educate people amidst the pandemic. Furthermore, the game will be easier to access through their smart phones. Finally, the additional features in the digital game will also help educating in better and more interesting ways.

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