Efficiency Assessment of Mobile Game-based Learning based on Fingerstroke Level Model (FLM)

Muhammad Bahauddin Alfan*, Miftahol Arifin, Siti Rochimah, Umi Laili Yuhana

*Corresponding author for this work

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

Abstract

The development of digital games, including digital game-based learning (DGBL), has rapidly grown over the past decade. DGBL is an alternative learning model that aims to increase student motivation and analyze the learning process. However, subjective assessments are commonly used to evaluate the effectiveness of DGBL, which has limitations, particularly in measuring player motivation in real-time during gameplay. Objective assessment approaches, such as the Fingerstroke Level Model (FLM), which quantitatively measures the speed of a user in completing a task based on the interface design, are necessary to evaluate usability features. The FLM has been implemented in educational games on mobile touch input devices and provides objective feedback for users and game-based learning developers. This research focuses on the efficiency of digital game-based learning that has been developed, whether it meets the standards of stakeholders and game developers. The results of the study show that there are several operators that are not applied by the user ideally, but with the leveling of these operators the efficiency increases because of the learning process at each level.

Original languageEnglish
Title of host publication2023 International Seminar on Application for Technology of Information and Communication
Subtitle of host publicationSmart Technology Based on Industry 4.0: A New Way of Recovery from Global Pandemic and Global Economic Crisis, iSemantic 2023
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages107-111
Number of pages5
ISBN (Electronic)9798350339215
DOIs
Publication statusPublished - 2023
Event2023 International Seminar on Application for Technology of Information and Communication, iSemantic 2023 - Semarang, Indonesia
Duration: 16 Sept 202317 Sept 2023

Publication series

Name2023 International Seminar on Application for Technology of Information and Communication: Smart Technology Based on Industry 4.0: A New Way of Recovery from Global Pandemic and Global Economic Crisis, iSemantic 2023

Conference

Conference2023 International Seminar on Application for Technology of Information and Communication, iSemantic 2023
Country/TerritoryIndonesia
CitySemarang
Period16/09/2317/09/23

Keywords

  • effectiveness
  • finger stroke
  • game-based learning
  • usability

Fingerprint

Dive into the research topics of 'Efficiency Assessment of Mobile Game-based Learning based on Fingerstroke Level Model (FLM)'. Together they form a unique fingerprint.

Cite this