Mobile Educational Game “Imuno” to Teach Human Immune System Chalifa Sophie Anggit Andamari, Billy Yong, Ryani Yuan Jie Lee, Yanfi Yanfi School of Computer Science Bina Nusantara University Jakarta, Indonesia {chalifa.andamari, billy.yong, ryani.lee, eufrasia.yan.fi}@binus.ac.id AbstractIn contemporary society, adolescents, particularly those navigating the intricate realm of high school, grapple with the daunting task of comprehending the intricacies of the human immune system within the domain of biology. Recognizing this educational challenge, a pioneering research initiative was undertaken to harness the untapped potential of mobile video games. The overarching aim was to create an innovative educational tool in the form of a game that could effectively illuminate the complexities of the human immune system for high school students. This research venture embarked on an ambitious journey to unravel the depths of the immune system and its multifaceted applications. The ultimate objective was to equip educators with novel pedagogical approaches that would not only disseminate knowledge more effectively but also captivate the imaginations of their students. To achieve these goals, the research method employed was the Game Development Life Cycle (GDLC) implementation. The core aspiration of this endeavor was to make a significant contribution to the realm of education. It sought to investigate the efficacy of educational mobile games, specifically those falling into the Tower Defense RTS genre, in elevating students' learning experiences. Moreover, it aimed to foster a profound and holistic comprehension of the intricate mechanisms governing the human immune system. This research aspired to bridge the gap between traditional didactic approaches and modern technological advancements, providing a promising avenue for enhancing the educational journey of high school students by utilizing the immersive power of educational mobile games. Keywords—educational game, immune system, mobile game, godot engine, real time strategy, tower defense I. INTRODUCTION The comprehension of COVID-19 among adolescents in Indonesia remains limited, leading to disregard for health protocols and contributing to unchecked virus spread [1]. Present-day adolescents, largely high school students, encounter challenges in understanding the immune system within Biology due to its complexity, extensive memorization demands, intricate language, and abstract ideas [2]. These obstacles hinder comprehension and visualization. Varied textbooks and teaching methods can lead to misconceptions as diverse authors present concepts differently [3]. However, equipping adolescents with engaging knowledge about the immune system's role in combating viruses can empower them to safeguard against future outbreaks, including COVID-19. Past innovative learning approaches have elevated biology education. Putra [4] employed infographics to summarize immunity concepts effectively. Simamora and Yogica [5] used multimedia elements via the Lectora Inspire app in 2022 to teach animal tissue, enhancing engagement. Jong-Long Guo et al. used educational video games to promote smoking cessation, demonstrating the value of digital content [6]. Thus, an immersive learning method that merges visuals, interactivity, and gamification is suggested, emphasizing the human immune system. Utilizing multimedia, including video games, is recommended. Research by Petr Parshakov and Sofiia Paklina [7] highlighted the popularity of video games, evidenced from World of Warcraft's growth and the rise of eSports fans [8]. This underscores the potential of video games for education [8]. Additionally, Gao, Li, and Sun's work [9] affirmed the positive impact of mobile game-based learning on student performance. This supports the adoption of mobile game- based learning approaches. The prevalence of mobile phones, especially among young individuals, presents a significant avenue for educational innovation. Indonesia's Central Bureau of Statistics (BPS) data forecasts that mobile phone users in Indonesia will reach 67.8% of the population by 2022. Notably, the age groups 5-14 and 15-24 exhibit substantial increases in mobile phone usage—40.25% and 91.82% respectively. This trend offers an opportunity to leverage mobile educational games for effectively teaching high school students about the human immune system. Educational games have emerged as a compelling tool to convey intricate concepts interactively and engagingly. Research underscores the potential of digital games to enhance learning outcomes through active participation and critical thinking. This study emphasizes using mobile educational games to teach high school students about the human immune system, stressing the importance of innovative media for scientific education. Game-based learning aligns with digital- native students' preferences, offering an appealing approach to comprehend complex subjects like immunology. To strengthen the foundation of this trend, robust support is essential. The assertion of mobile educational games' potential to enhance understanding of the human immune system requires validation from scholarly sources. Utilizing established educational and psychological research, the viability of such games as effective pedagogical tools gains credibility. Anchoring this supposition within existing knowledge lends scholarly weight to the proposed approach. By harnessing games' interactive nature, students can be motivated to actively engage in learning, overcoming 2023 6th International Conference of Computer and Informatics Engineering (IC2IE) 979-8-3503-4516-2/23/$31.00 ©2023 IEEE 250 2023 6th International Conference of Computer and Informatics Engineering (IC2IE) | 979-8-3503-4516-2/23/$31.00 ©2023 IEEE | DOI: 10.1109/IC2IE60547.2023.10331286 Authorized licensed use limited to: Zhejiang University. Downloaded on January 11,2024 at 05:17:09 UTC from IEEE Xplore. Restrictions apply.