TY - GEN
T1 - Combination of learning and fun aspect for educational game using gameplay-grafting method
AU - Ihsan, Zikrul
AU - Herumurti, Darlis
AU - Yunanto, Andhik Ampuh
N1 - Publisher Copyright:
© 2020 IEEE.
PY - 2020/9/19
Y1 - 2020/9/19
N2 - Even in the 21st century, combining learning and fun aspects of developing educational games is an interesting topic. One of the leading causes is the irrelevance between educational content and the gameplay in the educational game being played. In further research, it is stated that the main cause is not due to the process of separation and combination, but the lack of methods that specifically become a reference for combining the two core elements of the educational game itself proportionally. This research proposes a new method to solve this problem by combining multi-genres (learning and fun games) for educational games using the "gameplay-grafting"method. This method is a combination of gameplay techniques adopted from plant grafting techniques, a technique that combines two plants to take their added value as a new plant. This method is tested in preliminary case study research on the educational game for scholastic test practice. Games combine quiz genre games and arcade games, each representing learning and fun aspects. This research is tested by players in terms of fun, learning, and integration after and before the merger. Researchers will also try to see the effect of the player's initial interest in each game from the results obtained in the testing process. The result shows that the game that is developed by using this method matches the learning and fun game combination is interesting to play in the future. Also, this game has a steady flow to deliver studying and entertaining for players at the same time.
AB - Even in the 21st century, combining learning and fun aspects of developing educational games is an interesting topic. One of the leading causes is the irrelevance between educational content and the gameplay in the educational game being played. In further research, it is stated that the main cause is not due to the process of separation and combination, but the lack of methods that specifically become a reference for combining the two core elements of the educational game itself proportionally. This research proposes a new method to solve this problem by combining multi-genres (learning and fun games) for educational games using the "gameplay-grafting"method. This method is a combination of gameplay techniques adopted from plant grafting techniques, a technique that combines two plants to take their added value as a new plant. This method is tested in preliminary case study research on the educational game for scholastic test practice. Games combine quiz genre games and arcade games, each representing learning and fun aspects. This research is tested by players in terms of fun, learning, and integration after and before the merger. Researchers will also try to see the effect of the player's initial interest in each game from the results obtained in the testing process. The result shows that the game that is developed by using this method matches the learning and fun game combination is interesting to play in the future. Also, this game has a steady flow to deliver studying and entertaining for players at the same time.
KW - Arcade Games
KW - Educational Games
KW - Grafting Techniques
KW - Intrinsic Motivation
KW - Quiz games
UR - http://www.scopus.com/inward/record.url?scp=85096868419&partnerID=8YFLogxK
U2 - 10.1109/iSemantic50169.2020.9234246
DO - 10.1109/iSemantic50169.2020.9234246
M3 - Conference contribution
AN - SCOPUS:85096868419
T3 - Proceedings - 2020 International Seminar on Application for Technology of Information and Communication: IT Challenges for Sustainability, Scalability, and Security in the Age of Digital Disruption, iSemantic 2020
SP - 1
EP - 6
BT - Proceedings - 2020 International Seminar on Application for Technology of Information and Communication
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2020 International Seminar on Application for Technology of Information and Communication, iSemantic 2020
Y2 - 19 September 2020 through 20 September 2020
ER -