TY - GEN
T1 - Serious Game for Learning Ship Electrical Earth Fault Troubleshooting based on User and Expert Involvement
AU - Riantini, Rona
AU - Hariadi, Mochamad
AU - Nugroho, Supeno Mardi Susiki
AU - Wulandari, Diah Puspito
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/7/13
Y1 - 2022/7/13
N2 - Instructing troubleshoot competence in ship electrical learning subject remains a challenging process. A fault condition is something we cannot find at any time, including earth fault, which is very critical onboard the ship. Moreover, not all educational institutions have easy access to an actual ship. Utilizing a serious game in the learning process gives an advantage in providing a virtual environment and experience in simulating troubleshooting. Incorporating game design elements and gamification features will also create a positive learning environment, enhancing excitement, motivation, and engagement. However, designing educational games is a challenging endeavor. Including feedback from both experts and users in developing a game will provide information that can clarify gameplay, instruction, and in-game objective. Several methods in designing the games offer different stages and different stakeholders being involved. This paper proposed a new approach involving users and experts in the earliest stage of design which is applied in designing a ship's electrical earth fault troubleshoot serious game. A better notion in the initial design is considerably more advantageous than modifying the software prototype based on feedback from users and experts in a later design stage.
AB - Instructing troubleshoot competence in ship electrical learning subject remains a challenging process. A fault condition is something we cannot find at any time, including earth fault, which is very critical onboard the ship. Moreover, not all educational institutions have easy access to an actual ship. Utilizing a serious game in the learning process gives an advantage in providing a virtual environment and experience in simulating troubleshooting. Incorporating game design elements and gamification features will also create a positive learning environment, enhancing excitement, motivation, and engagement. However, designing educational games is a challenging endeavor. Including feedback from both experts and users in developing a game will provide information that can clarify gameplay, instruction, and in-game objective. Several methods in designing the games offer different stages and different stakeholders being involved. This paper proposed a new approach involving users and experts in the earliest stage of design which is applied in designing a ship's electrical earth fault troubleshoot serious game. A better notion in the initial design is considerably more advantageous than modifying the software prototype based on feedback from users and experts in a later design stage.
KW - Electrical
KW - Game Design
KW - Serious Game
KW - Ship
KW - Troubleshooting
KW - User Expert Involvement
UR - http://www.scopus.com/inward/record.url?scp=85142849207&partnerID=8YFLogxK
U2 - 10.1145/3551708.3551770
DO - 10.1145/3551708.3551770
M3 - Conference contribution
AN - SCOPUS:85142849207
T3 - ACM International Conference Proceeding Series
SP - 304
EP - 310
BT - ICEMT 2022 - 2022 6th International Conference on Education and Multimedia Technology
PB - Association for Computing Machinery
T2 - 6th International Conference on Education and Multimedia Technology, ICEMT 2022
Y2 - 13 July 2022 through 15 July 2022
ER -