This document describes a study that developed an interactive game application called HistoriAR to enhance the learning of Indonesian history. The application uses game-based learning concepts and augmented reality technology built with the Unity game engine and Vuforia SDK. It contains interactive stories about Indonesian history that engage users. An evaluation was conducted using the Technology Acceptance Model questionnaire, which found that users strongly agreed the application was perceived as useful (89.5%) and easy to use (86.33%) for learning history. The study demonstrated the potential of using game-based learning and augmented reality to improve the learning experience in educational institutions.
A Study on the Effectiveness of Computer Games in Teaching and LearningIJASCSE
Games, especially computer games are becoming one of the tools of education. Nowadays, the usage of computer games as an educational tool has become a worldwide trend. An early assumption suggests that since the appeal of computer games can engage interest and motivation, thus it is a wise step to use computer games for the purpose of educating. This is because students often get bored with the learning process; therefore we need to find creative ways to teach them. Instead of the usual, dull lesson in class, educators are trying out new ways to attract the interest of students to focus the lessons and thus increase their understanding, with one of it using computer games. A lot of papers supported the idea of computer games being effective as an aid for students. Educators alike also agreed that it is one of the ways to gain students interest in their lessons. Before coming to the ultimate conclusion that computer games are a good choice, first of all we need to study carefully the effectiveness of using computer games as an educational medium. This paper aims to study the effectiveness of computer games in learning among students. Issues on the integration of computer games in formal education are and the current status of educational gaming in learning were reviewed in this paper. We focused on higher learning context which is for university students.
MOBILE AUGMENTED REALITY APPLICATION FOR PRIMARY SCHOOL EDUCATIONijma
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
Jawi using multi-maker augmented realityjournalBEEI
This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Augmented reality objects design in augmented story book mobile application f...IJECEIAES
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
A Study on the Effectiveness of Computer Games in Teaching and LearningIJASCSE
Games, especially computer games are becoming one of the tools of education. Nowadays, the usage of computer games as an educational tool has become a worldwide trend. An early assumption suggests that since the appeal of computer games can engage interest and motivation, thus it is a wise step to use computer games for the purpose of educating. This is because students often get bored with the learning process; therefore we need to find creative ways to teach them. Instead of the usual, dull lesson in class, educators are trying out new ways to attract the interest of students to focus the lessons and thus increase their understanding, with one of it using computer games. A lot of papers supported the idea of computer games being effective as an aid for students. Educators alike also agreed that it is one of the ways to gain students interest in their lessons. Before coming to the ultimate conclusion that computer games are a good choice, first of all we need to study carefully the effectiveness of using computer games as an educational medium. This paper aims to study the effectiveness of computer games in learning among students. Issues on the integration of computer games in formal education are and the current status of educational gaming in learning were reviewed in this paper. We focused on higher learning context which is for university students.
MOBILE AUGMENTED REALITY APPLICATION FOR PRIMARY SCHOOL EDUCATIONijma
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
Jawi using multi-maker augmented realityjournalBEEI
This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Augmented reality objects design in augmented story book mobile application f...IJECEIAES
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
Tangible user interface design for learners with different multiple intellige...IJECEIAES
The creation of learning activities responsive to learners with different basic skills has been limited due to a classroom environment and applied technologies. The goals of this research were to develop Tang-MI, a game with a tangible user interface supporting primary school learners’ analytical skills based on the theory of multiple intelligences (MI), and to present design guidelines for a tangible user interface suitable for learners in different MI groups. In this research, the Tangible user interface for multiple intelligence (Tang-MI) was tested with thirty students initially evaluated for their multiple intelligences. The learners’ usage behavior was observed and recorded while the students performed the assigned tasks. The behavioral data were analyzed and grouped into behaviors occurring before performing the tasks, during the tasks, and after completing the tasks. Based on the learners’ usage behavior, the tangible user interface design guidelines for learners in different MI groups were proposed concerning physical equipment design, question design, interactive program design, audio design, and animated visual feedback design. These guidelines would help educators build learning games that respond to the learners’ intelligence styles and enhance students’ motivation to learn.
Gamification for Elementary Mathematics Learning in Indonesia IJECEIAES
The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.
Design and develop of en e learning content based on multimedia gameijseajournal
This paper aims to develop e
-
learn
ing contents for multimedia technology lesson with the purpose to assist
students in learning the subject. The multimedia game was used to make the lesson more interesting and at
the same time to provide students with real example of how multimedia works.
The effectiveness of the
developed contents was studied by comparing results of the same test from students taking conventional
class
-
room lectures and those using the developed e
-
learning contents. We found that the latter performed
better at the statisti
cal significance level of 0.05.
Avatar design types and user engagement in digital educational games during ...IJECEIAES
Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection.
In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animal introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animal video. 3D based learning makes it easy for students to visualize learning materials and video based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students was divided into two groups participated in learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students’ performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
Design Mobile App for Increase the Visitor Museum using Gamification MethodTELKOMNIKA JOURNAL
The museum's tourism object currently has a low visitor level compared to other tourism objects,
even though the museum's function is very important as an enhancer of people's cultural knowledge.
Judging from the small level of visitors, it cannot be separated from the effects of the promotion carried out
by the museum. From the surveys that have been conducted, museum promotion uses social media more
directly to the public, banners, radio, television, blogs and internet social media. In this study, an
application that serves to promote museums using gamification methods was designed, this method was
chosen because of the many existing promotional techniques, there is still little promotion using game
content, therefore the gamification method is expected to encourage the motivation of users to visit the
museum. This application will provide convenience to the museum management to promote the museum
with media game content without having to spend large development and maintenance costs.
User experience improvement of japanese language mobile learning application ...IJECEIAES
Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 highgrade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively.
Adoption of serious games by teachers: the analysis method of structure, int...IJECEIAES
In this article, we determine how to facilitate the analysis of serious games so that teachers could effectively integrate them in their teaching. The aim is to identify the mechanisms that would make serious games exploitation useful. We propose a method for the analysis of serious games that is based on the separation of their components along three phases. In addition, we set up a platform based on a data analysis process that is composed of six steps that help to set the basis of a verification procedure that targets the content of a game and thus facilitates the work of teachers through effective implementation of serious games as teaching strategies (TIC). The obtained experimental results show that 82.5% of the study participants expressed that the use of the platform has helped them to change their perspective on the need to use serious games as an educational tool.
CREATIVITY OF STUDENT AS A GAME DESIGNER: AN EXPLORATORY STUDYijma
ABSTRACT
Technological acceleration and educational gameplay response among community educators, students and communities today are seen to nurture creativity in line with 21st century educational needs. Thus, the purpose of this study is to analyse the element of creativity of the students who act a sa designer in the process of board game design. This study focuses on four aspects of creativity namely originality, flexibility, fluency and elaboration. The research design is quantitative using observation method to obtain a thorough findings. The data were collected through a checklist involving 32 secondary school students in Kinta district. The findings of this study show that students are able to produce games based on their own creativity that possesses elements of originality, flexibility, fluency and elaboration. As a conclusion, this research shows that students are not only playing, but they are also able to generate an open mind while playing games.
EDUCATIONAL DIGITAL GAMES AS LEARNING TOOLS: MICROSOFT KODU'S CASEijejournal
The virtual environments of electronic games and, in general, digital media engagement undoubtedly attract the interest of young people in your days. On the other hand, students in schools seem to enjoy the traditional educational process. Students, therefore, need to be motivated to participate in school lessons, and a way to achieve this, is to use new digital media that are considered particularly popular with young people. The main objective of the project is to propose a didactic approach to achieving some of the objectives of the courses in the Primary School. In particular, an educational game is presented and developed as an example, with the help of Microsoft Kodu digital software, and it is recorded how it works as a learning tool.
Game development software engineering: digital educational game promoting al...IJECEIAES
The purpose of this study is to create a digital educational game that promotes algorithmic thinking for elementary school students. However, the processes of game development differ from traditional software development which cannot guarantee its effectiveness in terms of human-machine interfaces. In this article, we propose a new game development software engineering (GDSE) as a model for game development. This new model aims to complement and mitigate the shortcomings of traditional software development. The principles of human-computer interaction are now incorporated in the new model. The GDSE includes design, development, usability inspection, game experience evaluation, educational value evaluation and release. It was used as a research method to develop a game that promotes algorithmic thinking for children. The results of this study are not only a digital educational game that promotes algorithmic thinking for children but also a new game development life cycle that guarantees the performance of digital games in terms of usability enhancement, game experience and educational value.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Digital games in education. Our students' experiences of society and culture are
increasingly digital and their futures will involve digital
workplaces. Their everyday lives are characterised by digital
play and online interaction and their futures will involve digital
workplaces, regardless of the career paths they follow.
Square transposition: an approach to the transposition process in block cipherjournalBEEI
The transposition process is needed in cryptography to create a diffusion effect on data encryption standard (DES) and advanced encryption standard (AES) algorithms as standard information security algorithms by the National Institute of Standards and Technology. The problem with DES and AES algorithms is that their transposition index values form patterns and do not form random values. This condition will certainly make it easier for a cryptanalyst to look for a relationship between ciphertexts because some processes are predictable. This research designs a transposition algorithm called square transposition. Each process uses square 8 × 8 as a place to insert and retrieve 64-bits. The determination of the pairing of the input scheme and the retrieval scheme that have unequal flow is an important factor in producing a good transposition. The square transposition can generate random and non-pattern indices so that transposition can be done better than DES and AES.
Hyper-parameter optimization of convolutional neural network based on particl...journalBEEI
Deep neural networks have accomplished enormous progress in tackling many problems. More specifically, convolutional neural network (CNN) is a category of deep networks that have been a dominant technique in computer vision tasks. Despite that these deep neural networks are highly effective; the ideal structure is still an issue that needs a lot of investigation. Deep Convolutional Neural Network model is usually designed manually by trials and repeated tests which enormously constrain its application. Many hyper-parameters of the CNN can affect the model performance. These parameters are depth of the network, numbers of convolutional layers, and numbers of kernels with their sizes. Therefore, it may be a huge challenge to design an appropriate CNN model that uses optimized hyper-parameters and reduces the reliance on manual involvement and domain expertise. In this paper, a design architecture method for CNNs is proposed by utilization of particle swarm optimization (PSO) algorithm to learn the optimal CNN hyper-parameters values. In the experiment, we used Modified National Institute of Standards and Technology (MNIST) database of handwritten digit recognition. The experiments showed that our proposed approach can find an architecture that is competitive to the state-of-the-art models with a testing error of 0.87%.
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Tangible user interface design for learners with different multiple intellige...IJECEIAES
The creation of learning activities responsive to learners with different basic skills has been limited due to a classroom environment and applied technologies. The goals of this research were to develop Tang-MI, a game with a tangible user interface supporting primary school learners’ analytical skills based on the theory of multiple intelligences (MI), and to present design guidelines for a tangible user interface suitable for learners in different MI groups. In this research, the Tangible user interface for multiple intelligence (Tang-MI) was tested with thirty students initially evaluated for their multiple intelligences. The learners’ usage behavior was observed and recorded while the students performed the assigned tasks. The behavioral data were analyzed and grouped into behaviors occurring before performing the tasks, during the tasks, and after completing the tasks. Based on the learners’ usage behavior, the tangible user interface design guidelines for learners in different MI groups were proposed concerning physical equipment design, question design, interactive program design, audio design, and animated visual feedback design. These guidelines would help educators build learning games that respond to the learners’ intelligence styles and enhance students’ motivation to learn.
Gamification for Elementary Mathematics Learning in Indonesia IJECEIAES
The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.
Design and develop of en e learning content based on multimedia gameijseajournal
This paper aims to develop e
-
learn
ing contents for multimedia technology lesson with the purpose to assist
students in learning the subject. The multimedia game was used to make the lesson more interesting and at
the same time to provide students with real example of how multimedia works.
The effectiveness of the
developed contents was studied by comparing results of the same test from students taking conventional
class
-
room lectures and those using the developed e
-
learning contents. We found that the latter performed
better at the statisti
cal significance level of 0.05.
Avatar design types and user engagement in digital educational games during ...IJECEIAES
Avatar design types can range from human representations to abstract representations. In digital educational games (DEGs), avatars are frequently used to encourage users to play the game. However, the role of avatar design types and their engagement in digital games are still unclear and empirically under research. Therefore, a bespoke digital educational game in geography was developed and validated by six expert users. Then forty-five users participated in the evaluation phase to investigate engagement and avatar types on digital educational games using the user engagement scale (UES). The results reported aesthetics and satisfaction factors somehow influenced the avatar design types, but none of the UES subscales was influenced by preferred avatar design types. Moreover, the human-cartoon avatar, which was not entirely human and cartoonish, was the most popular avatar design type among young adults. Other issues discussed for future developers and research included incorporating more avatar design selections into the study, integrating social interaction features into the game, using the same drawing style for avatars and provide easy access to the bespoke game during data collection.
In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animal introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animal video. 3D based learning makes it easy for students to visualize learning materials and video based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students was divided into two groups participated in learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students’ performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
Design Mobile App for Increase the Visitor Museum using Gamification MethodTELKOMNIKA JOURNAL
The museum's tourism object currently has a low visitor level compared to other tourism objects,
even though the museum's function is very important as an enhancer of people's cultural knowledge.
Judging from the small level of visitors, it cannot be separated from the effects of the promotion carried out
by the museum. From the surveys that have been conducted, museum promotion uses social media more
directly to the public, banners, radio, television, blogs and internet social media. In this study, an
application that serves to promote museums using gamification methods was designed, this method was
chosen because of the many existing promotional techniques, there is still little promotion using game
content, therefore the gamification method is expected to encourage the motivation of users to visit the
museum. This application will provide convenience to the museum management to promote the museum
with media game content without having to spend large development and maintenance costs.
User experience improvement of japanese language mobile learning application ...IJECEIAES
Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 highgrade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively.
Adoption of serious games by teachers: the analysis method of structure, int...IJECEIAES
In this article, we determine how to facilitate the analysis of serious games so that teachers could effectively integrate them in their teaching. The aim is to identify the mechanisms that would make serious games exploitation useful. We propose a method for the analysis of serious games that is based on the separation of their components along three phases. In addition, we set up a platform based on a data analysis process that is composed of six steps that help to set the basis of a verification procedure that targets the content of a game and thus facilitates the work of teachers through effective implementation of serious games as teaching strategies (TIC). The obtained experimental results show that 82.5% of the study participants expressed that the use of the platform has helped them to change their perspective on the need to use serious games as an educational tool.
CREATIVITY OF STUDENT AS A GAME DESIGNER: AN EXPLORATORY STUDYijma
ABSTRACT
Technological acceleration and educational gameplay response among community educators, students and communities today are seen to nurture creativity in line with 21st century educational needs. Thus, the purpose of this study is to analyse the element of creativity of the students who act a sa designer in the process of board game design. This study focuses on four aspects of creativity namely originality, flexibility, fluency and elaboration. The research design is quantitative using observation method to obtain a thorough findings. The data were collected through a checklist involving 32 secondary school students in Kinta district. The findings of this study show that students are able to produce games based on their own creativity that possesses elements of originality, flexibility, fluency and elaboration. As a conclusion, this research shows that students are not only playing, but they are also able to generate an open mind while playing games.
EDUCATIONAL DIGITAL GAMES AS LEARNING TOOLS: MICROSOFT KODU'S CASEijejournal
The virtual environments of electronic games and, in general, digital media engagement undoubtedly attract the interest of young people in your days. On the other hand, students in schools seem to enjoy the traditional educational process. Students, therefore, need to be motivated to participate in school lessons, and a way to achieve this, is to use new digital media that are considered particularly popular with young people. The main objective of the project is to propose a didactic approach to achieving some of the objectives of the courses in the Primary School. In particular, an educational game is presented and developed as an example, with the help of Microsoft Kodu digital software, and it is recorded how it works as a learning tool.
Game development software engineering: digital educational game promoting al...IJECEIAES
The purpose of this study is to create a digital educational game that promotes algorithmic thinking for elementary school students. However, the processes of game development differ from traditional software development which cannot guarantee its effectiveness in terms of human-machine interfaces. In this article, we propose a new game development software engineering (GDSE) as a model for game development. This new model aims to complement and mitigate the shortcomings of traditional software development. The principles of human-computer interaction are now incorporated in the new model. The GDSE includes design, development, usability inspection, game experience evaluation, educational value evaluation and release. It was used as a research method to develop a game that promotes algorithmic thinking for children. The results of this study are not only a digital educational game that promotes algorithmic thinking for children but also a new game development life cycle that guarantees the performance of digital games in terms of usability enhancement, game experience and educational value.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Digital games in education. Our students' experiences of society and culture are
increasingly digital and their futures will involve digital
workplaces. Their everyday lives are characterised by digital
play and online interaction and their futures will involve digital
workplaces, regardless of the career paths they follow.
Similar to HistoriAR: Experience Indonesian history through interactive game and augmented reality (20)
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An Approach to Detecting Writing Styles Based on Clustering Techniquesambekarshweta25
An Approach to Detecting Writing Styles Based on Clustering Techniques
Authors:
-Devkinandan Jagtap
-Shweta Ambekar
-Harshit Singh
-Nakul Sharma (Assistant Professor)
Institution:
VIIT Pune, India
Abstract:
This paper proposes a system to differentiate between human-generated and AI-generated texts using stylometric analysis. The system analyzes text files and classifies writing styles by employing various clustering algorithms, such as k-means, k-means++, hierarchical, and DBSCAN. The effectiveness of these algorithms is measured using silhouette scores. The system successfully identifies distinct writing styles within documents, demonstrating its potential for plagiarism detection.
Introduction:
Stylometry, the study of linguistic and structural features in texts, is used for tasks like plagiarism detection, genre separation, and author verification. This paper leverages stylometric analysis to identify different writing styles and improve plagiarism detection methods.
Methodology:
The system includes data collection, preprocessing, feature extraction, dimensional reduction, machine learning models for clustering, and performance comparison using silhouette scores. Feature extraction focuses on lexical features, vocabulary richness, and readability scores. The study uses a small dataset of texts from various authors and employs algorithms like k-means, k-means++, hierarchical clustering, and DBSCAN for clustering.
Results:
Experiments show that the system effectively identifies writing styles, with silhouette scores indicating reasonable to strong clustering when k=2. As the number of clusters increases, the silhouette scores decrease, indicating a drop in accuracy. K-means and k-means++ perform similarly, while hierarchical clustering is less optimized.
Conclusion and Future Work:
The system works well for distinguishing writing styles with two clusters but becomes less accurate as the number of clusters increases. Future research could focus on adding more parameters and optimizing the methodology to improve accuracy with higher cluster values. This system can enhance existing plagiarism detection tools, especially in academic settings.
An Approach to Detecting Writing Styles Based on Clustering Techniques
HistoriAR: Experience Indonesian history through interactive game and augmented reality
1. Bulletin of Electrical Engineering and Informatics
Vol. 9, No. 4, August 2020, pp. 1518~1524
ISSN: 2302-9285, DOI: 10.11591/eei.v9i4.1979 1518
Journal homepage: http://beei.org
HistoriAR: Experience Indonesian history through interactive
game and augmented reality
Shintia Trista, Andre Rusli
Department of Informatics, Universitas Multimedia Nusantara, Indonesia
Article Info ABSTRACT
Article history:
Received Aug 10, 2019
Revised Oct 14, 2019
Accepted Dec 4, 2019
History has a vital function in shaping the personality of the nation,
the quality of humans, and the people of a country. However, one factor that
influences learning behavior that could be improved is the students’ interest
in learning. The use of game-based learning has been proven to be effective
in making activities to be more fun to do. Moreover, augmented reality
technology also shows enormous potential in the world of education.
This research developed a game-based historical learning application using
augmented reality to enhance user experience in learning history.
The application is built using the Unity Game Engine and Vuforia.
Furthermore, the application was tested and evaluated by measuring
the perceived usefulness and perceived ease of use following the guidance
in the Technology Acceptance Model. The result shows that the application
achieves 89.5% for perceived usefulness and 86.33% for perceived
ease of use.
Keywords:
Augmented reality
Behavioral intention to use
Game-based learning
Indonesian history
User experience
This is an open access article under the CC BY-SA license.
Corresponding Author:
Andre Rusli
Department of Informatics,
Universitas Multimedia Nusantara,
Kampus UMN, Scientia Garden, Jl. Boulevard Gading Serpong, Tangerang, Banten, Indonesia.
Email: andre.rusli@umn.ac.id
1. INTRODUCTION
History serves as a foundation of a nation to look into the future and grasp the vision of an independent
nation. Learning and studying the history of Indonesia is not only about memorizing years and people’s
names but also understanding the value of a historical event. The role of history learning at its core is to
deepen the understanding of the past and current events and interconnected relations with the future.
History is a dialog between past events and its development to the future [1]. Furthermore, history also serves
another vital function in shaping a nation’s identity and human quality for generally every member of the
society in Indonesia. However, there are still doubts about its role and importance regarding its success due
to the teaching and learning methods employed by educators across the islands of Indonesia.
Several historians and experts on history education mentioned that one of the significant factors that
could be improved is the learning model. One expert, Hamid Hasan, mentioned that the current problem in
history education is that it is considered hard by the students to find the relevance between the learning
materials and the current living conditions, placing the student as passive learning, resulting in the lack
of motivation to learn [2]. Moreover, another critical factor is the will to learn. Slamento [3] identified
the will to learn as an essential internal psychological factor that could affect the students in learning their
nation’s history. It is considered that strengthening the connection between the student’s connection to
the outside learning materials could lead to a more passionate learning experience. Game-based learning
is known to be an effective method to make typically dull or less exciting work to be much more fun to do,
leading to more time spent by the users to do something [4]. Its use in the educational sector could improve
2. Bulletin of Electr Eng & Inf ISSN: 2302-9285
HistoriAR: Experience Indonesian history through interactive game… (Shintia Trista)
1519
the learning experience, thus improving the students’ will to learn more. The use of game components
and user types also play a massive role in the method’s success or failure [4]. Besides, augmented reality
is also a topic that is gaining traction in the educational sector. It is a technology that could create a chain
of visualization effects by placing virtual objects onto the user’s physical environment [5]. Moreover, users
can also interact with the augmented objects; thus when utilized in the educational sector, it could solve
the problem of passive learners by providing means for the students to interact with the learning materials.
Game-based learning methodology has been successfully implemented on several works to improve
the experience when studying math [6], English [7], and also including one which result shows that
educational video games can indeed be an effective means of creating conditions for flow, heightened
engagement (including interest, concentration, as well as enjoyment), and immersion [8]. On the other hand,
several pieces of research [9-12] have also shown that augmented reality-based games hold high potentials to
be used in the educational community. Especially its ability to enable its users to have new perspectives
regarding their surroundings. Furthermore, the combination of both can also be found to be used in various
researches, including one which successfully improving motivation and effectiveness in learning English
vocabulary [13]. However, at least until this research was conducted, none could be found to support history
education in Indonesia using both of the techniques. Various previous pieces of research have already
addressed the use of augmented reality and e-learning technology to support the educational sector [14, 15].
Furthermore, in order to validate the metholodogies that are used in this research, several fundamental
theories are reviewed, including game-based learning [16], game design [17], game elements (formal and
dramatic elements) [18, 19], Unity [20, 21] Vuforia [22], Technology Acceptance Model [23- 25], and Likert
scale [26]. This research aims to evaluate the usability of game-based learning and augmented reality to
improve students’ experience in learning, in this paper, specifically in learning the nation’s history.
The objective is achieved by developing an interactive game application by utilizing both techniques
and then evaluating its user acceptance. The developed application is expected to be able to display
the potential of game-based learning in the educational sector in Indonesia and to enable students all over our
country to understand their nation’s history and enjoying it in the process.
2. RESEARCH METHOD
This research’s methodology is as follows: problem identification, literature review, system design,
construction, testing, and evaluation. In our research, the problems, the need to improve the Indonesian
history education learning model, and to improve students’ motivation, are first identified and defined.
Secondly, works of literature and related works are reviewed to find similar problems and methods to solve
similar problems. Furthermore, after the literatures are reviewed, the application is then designed activities
are done, defining the game structure, app flows, user interfaces, and creating the game assets. Table 1 below
shows some game assets (2D and 3D) that were created for the application, while Figure 1 shows the overall
flowchart describing how the game works, from when the app is started, when various menu items
are clicked, until it is closed.
Table 1. Game assets (2D and 3D)
Asset Name Additional Information Asset
3D model – Soekarno Created by: Jonathan James Kapoyos (UMN)
Sprite dialog – Pattimura Created by: Shintia Trista (UMN)
Background gameplay – Village Source: villagerpost.com
Background gameplay – Old House Interior Source: liputan6.com
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As shown in Figure 1, when the user first opens the application, the Player’s data will be loaded,
and the main menu screen is displayed. Several menus can be navigated from there, such as AR Room, User
Achievements, About App, Library, and the Enter Username screen. After all the needed design artifacts
are created, the system is then built using Unity and Vuforia. After it is finished building, the user acceptance
test and evaluation are done.
Figure 1. Overall historiAR game flowchart
3. RESULTS AND DISCUSSION
3.1. HistoriAR
The resulting game application is entitled HistoriAR. It is implemented by a game-based learning
concept and utilizes augmented reality technology, built using the Unity game engine. The game application
contains interactive stories about Indonesian history that engage the users to interact with the characters
inside the application. Vuforia SDK supports the augmented reality technology. Figure 2 displays the AR
marker that is used in the application to show assets in the augmented reality scene.
Figure 2. HistoriAR Marker
Figure 3 shows the main screen when the game is run. As the flowchart in figure 1 depicted, users
can choose to start the game, view the Augmented Reality Room, check his/her achievements so far, or see
information about the application. If the user chooses to start the game by pressing the Play button, the user
will be directed to the next screen displayed in Figure 4, displaying the stories that are available for playing,
for now, two main stories are depicting the history related to Bung Tomo and Pattimura.
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Figure 3. Main menu screen
Figure 4. Game library
After the user selects a story he/she wants to play, the app will show the description and provide
the PLAY button to start the game, as shown in Figure 5. Furthermore, Figure 6 shows the opening story that
will continue as the user progresses through the game, learning history while interacting with the application.
Figure 5. Story description
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Figure 6. Sample game story on “Pattimura”
Figure 7 shows the AR Room mode, showing several historical figures in Indonesian history,
such as Ir. Soekarno, Indonesia’s first president. Users can control the camera angle and read descriptions
regarding the characters while viewing their 3D figures in an augmented reality scene.
Figure 7. Augmented Reality Room Mode
3.2. Testing and discussion
After the game application has been finished built, software testing is conducted to evaluate
the users’ acceptance. Testing is done by gathering the respondents and started by explaining the application
features; then users are asked to use the app. After the users finished using the application, questionnaires are
distributed to evaluate the app’s perceived usefulness and perceived ease of use, based on the theory in
the Technology Acceptance Model. In our case, perceived usefulness means that the users think that
the application is useful to help students in learning Indonesian history, while perceived ease of use means
that the users think that the application is easy to use and understand, that users do not feel confused when
using the application. Figure 8 represents the environment in which the test was conducted.
Based on the questionnaire results, respondents strongly agree that the application is perceived to be
useful as the scores achieved 89.50% on that aspect. For the other aspect, respondents strongly agree that
the application is perceived to be easy to use, shown by the score achieving 86.63%.
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Figure 8. User acceptance test environment
4. CONCLUSION
This research has developed a game for studying Indonesian history by implementing the game-based
learning method and augmented reality technology in the Android platform using Unity Game Engine and Vuforia
SDK for Augmented Reality. The conducted user acceptance test proves that the application receives 89.5%
score for perceived usefulness and 86.63% for perceived ease of use. These results further show the potential
of using game-based learning and augmented reality to support and enhance learning experiences, including
in educational institutions across the country. Future works could add more historical facts and contents for
the students to learn, employ other methods and technologies to improve the learning experience. Moreover,
the use of other metrics to measure user acceptance can be implemented, especially to measure user’s
immersion and joy, which are the universal aspects for a game application.
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BIOGRAPHIES OF AUTHORS
Shintia Trista was born in Jakarta, Indonesia, in 1995. She received the bachelor's degree in
Informatics from Universitas Multimedia Nusantara, in 2019. Her research interests include a
user and learning based game programming design systems. She also holds interests in digital
drawing for game design and art and as a game artist.
Andre Rusli received his Master’s of Science degree in Information Environment from Tokyo
Denki University, Japan, in 2017, focusing in the Software Requirements Engineering field. He
is currently a lecturer and researcher in Universitas Multimedia Nusantara and also serving as the
head coordinator of the Mobile Development Laboratory. His research interests include
requirements engineering in software application development, natural language processing, and
human computer interaction.