Synthesizing interpretable strategies for solving puzzle games

Author(s):  
Eric Butler ◽  
Emina Torlak ◽  
Zoran Popović
Keyword(s):  
2019 ◽  
Vol 1363 ◽  
pp. 012075
Author(s):  
Nurdin ◽  
Rizki Azhar ◽  
Dahlan Abdullah ◽  
Cut Ita Erliana ◽  
Odi Nurdiawan ◽  
...  

2021 ◽  
Vol 1 (2) ◽  
pp. 55-62
Author(s):  
Mutia Khaira

Arabic mufradat is an element of various language elements, where the richness of vocabulary is part of the indicator of language proficiency. In reality, vocabulary learning often encounters obstacles, therefore choosing the right media is part of an effort to overcome the existing difficulties. This study aimed to test the effectiveness of the puzzle in improving Arabic vocabulary skills. This study was conducted with a quasi-experimental approach where data were obtained through pre-test and post-test. Based on the results, the use of puzzle games as learning media was effective to improve mufradat skills.


2021 ◽  
Vol 17 (4) ◽  
pp. 205
Author(s):  
Tri Mei Khasana ◽  
Ari Tri Astuti

The effect of the multi-exercise program on cognitive function in overweight and non-overweight elderlyBackground: Cognitive function is the factor that determines the disability of the elderly to live a healthy and independent life. The results of studies regarding the protective effect or detrimental effects of overweight or obesity on cognitive function in the elderly are still controversial. Objective: This study aims to determine the effect of the multi-exercise program on cognitive function in the elderly based on nutritional status.Methods: This quasi-experimental study with a pretest-postest design study involved 37 elderly aged 60-74 years. Body mass index (BMI) derived from the measurement of body weight and height were grouped into overweight and not-overweight. Both groups received a multi-exercise in the form of gymnastic exercise (30 minutes), square stepping exercise (30 minutes), and puzzle games (30 minutes). The intervention was given 12 times with a frequency of 3 times per week. Cognitive function was measured by using the Mini-Mental State Examination (MMSE) questionnaire. Data analysis used paired sample t-test and independent t-test. Results: The multi-exercise program intervention given affected improving cognitive function in the overweight elderly group (p=0.003). However, it is different from the non-overweight elderly group who did not show a significant effect of the multi-exercise program on the cognitive function (p=0.184) even though there was an increase in the mean cognitive function at the end of the intervention. Conclusions: Multi-exercise program intervention for 4 weeks with a frequency of three times per week can improve the cognitive function of the elderly, but statistically only significant in the overweight elderly group.


2020 ◽  
Vol 2 (1) ◽  
pp. 69-80
Author(s):  
Gusni Rahma Yani ◽  
Asep Ahmad Sopandi

This study aims to determine the ability of children to recognize color to mild retarded children at SLB Negeri 1 Padang because children still have difficulty on recognizing colors. This research tries to find out whether the educational puzzle game is effective to improve the ability to recognize color in mild retarded children or not. The type of research method uses single subject research using A-B-A design. The test uses an action test that asks children to name, show and match the colors (red, yellow, green and blue). After analyzing data, the results obtained at baseline A1, children’s ability to recognize colors increases slowly. Furthermore, the condition B of the child is given a color recognition treatment using an educational puzzle game, in this condition the child’s ability to recognize color increases significantly. After that, in the A2 baseline, observations were made after treatment was given through an educational puzzle game, the child’s ability to recognize colors in this condition was good. From these results, educative puzzle games can improve children’s ability to recognize colors.  


2018 ◽  
Vol 2 (3-2) ◽  
pp. 188
Author(s):  
Oo Yew Beng Keat ◽  
Noorhaniza Wahid ◽  
Norhanifah Murli ◽  
Rahayu A. Hamid

Augmented reality (AR) is a technology that overlay the computer generated image on real world object. AR has been implemented in various fields and one of the fields is edutainment-based game. Edutainment-based game is a game designed to make the learning process become more fun. Among the edutainment gameplay genre such as tile-matching, action puzzles, traditional puzzle games, and hidden object. However, there are still a lack of edutainment gameplay that utilizes AR technology for hidden object game genre. The hidden object game in the market today does not use 3D scene as their background. Therefore, the objective of this project is to develop an AR edutainment game in 3D scene view by using hidden object puzzle genre. This edutainment game can be used as an alternative edutainment teaching aids in kindergarten and primary school. Player’s enjoyment is measured based on the evaluation of user acceptance level towards the gameplay, functionality and performance level. Results of user testing shows that 67% of the total respondents strongly agreed that this game is enjoying to be played. In addition, there are 53% of the respondents agreed that the game is stable when being played in a mobile device. Next, there are 67% of the respondents agreed that the presentation of the information and instruction are clear.


2021 ◽  
Author(s):  
Peiyi Li ◽  
Peilin Li ◽  
John Morris ◽  
Yu Sun

Recent years, video games have become one of the main forms of entertainment for people of all ages, in which millions of members publicly show their screenshots while playing games or share their experience of playing games [4]. Puzzle game is a popular game genre among various video games, it challenges players to find the correct solution by providing them with different logic/conceptual problems. However, designing a good puzzle game is not an easy task [5]. This paper designs a puzzle game for players of all age ranges with proper difficulty level, various puzzle mechanics and attractive background setting stories. We applied our games to different players to test play and conducted a qualitative evaluation of the approach. The results show that the pace of puzzle games affects play experience a lot and the difficulty level of the puzzles affects players' feelings to the game.


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