Combination of learning and fun aspect for educational game using gameplay-grafting method

Zikrul Ihsan, Darlis Herumurti, Andhik Ampuh Yunanto

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationProceedings - 2020 International Seminar on Application for Technology of Information and Communication
Subtitle of host publicationIT Challenges for Sustainability, Scalability, and Security in the Age of Digital Disruption, iSemantic 2020
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages1-6
Number of pages6
ISBN (Electronic)9781728190686
DOIs
Publication statusPublished - 19 Sept 2020
Event2020 International Seminar on Application for Technology of Information and Communication, iSemantic 2020 - Semarang, Indonesia
Duration: 19 Sept 202020 Sept 2020

Publication series

NameProceedings - 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

Conference

Conference2020 International Seminar on Application for Technology of Information and Communication, iSemantic 2020
Country/TerritoryIndonesia
CitySemarang
Period19/09/2020/09/20

Keywords

  • Arcade Games
  • Educational Games
  • Grafting Techniques
  • Intrinsic Motivation
  • Quiz games

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