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.

Original languageEnglish
Title of host publicationICEMT 2022 - 2022 6th International Conference on Education and Multimedia Technology
PublisherAssociation for Computing Machinery
Number of pages7
ISBN (Electronic)9781450396455
Publication statusPublished - 13 Jul 2022
Event6th International Conference on Education and Multimedia Technology, ICEMT 2022 - Virtual, Online, China
Duration: 13 Jul 202215 Jul 2022

Publication series

NameACM International Conference Proceeding Series


Conference6th International Conference on Education and Multimedia Technology, ICEMT 2022
CityVirtual, Online


  • Electrical
  • Game Design
  • Serious Game
  • Ship
  • Troubleshooting
  • User Expert Involvement


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