TY - GEN
T1 - Efficiency Assessment of Mobile Game-based Learning based on Fingerstroke Level Model (FLM)
AU - Alfan, Muhammad Bahauddin
AU - Arifin, Miftahol
AU - Rochimah, Siti
AU - Yuhana, Umi Laili
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - 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.
AB - 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.
KW - effectiveness
KW - finger stroke
KW - game-based learning
KW - usability
UR - http://www.scopus.com/inward/record.url?scp=85178036331&partnerID=8YFLogxK
U2 - 10.1109/iSemantic59612.2023.10295286
DO - 10.1109/iSemantic59612.2023.10295286
M3 - Conference contribution
AN - SCOPUS:85178036331
T3 - 2023 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
SP - 107
EP - 111
BT - 2023 International Seminar on Application for Technology of Information and Communication
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2023 International Seminar on Application for Technology of Information and Communication, iSemantic 2023
Y2 - 16 September 2023 through 17 September 2023
ER -