scholarly journals Diagnosa Model Player Experience pada Konteks Dasar User Experience Game “Belajar Huruf Angka Balita”

2018 ◽  
Vol 4 (01) ◽  
pp. 84-99
Author(s):  
Dzuha Hening Yanuarsari ◽  
Erisa Adyati Rahmasari

AbstrakGenerasi muda seperti anak-anak merupakan salah satu pengguna game yang mesti diperhatikan terkait dengan proses tumbuh kembang karakter anak. Seiring dengan kemunculan game digital, game edukasi merupakan salah satu Genre game dan media interaktif yang mampu memberikan metode pembelajaran yang berbeda dari yang konvensional. Game Belajar Huruf Angka Balita merupakan salah satu game digital berbasis edukasi  yang bisa ditemui dan diunduh di PlayStore secara gratis dimana sampai tahun 2017 telah diunduh sebanyak seratus ribu unduhan dalam konteks game lokal. Salah satu yang diunggulkan dalam konten game ini yakni fitur yang sederhana sehingga mudah dipahami oleh pengguna game terutama anak-anak. Penelitian ini menawarkan kajian menggunakan model Player experience dalam konteks dasar User Experience dengan didukung menggunakan metode kuantitatif-kualitatif serta pengamatan. Luaran yang dihasilkan pada penelitian ini berupa hasil kajian melalui model Player experience dalam konteks pengalaman pengguna game Belajar Huruf Angka Balita yang bermanfaat sebagai rujukan pengembangan game edukasi serupa. Kata Kunci: balita, game, media edukasi, player experience, user experience  AbstractYoung generation like children is one of the game users who must be considered related to the process of developing the character of the child. Along with the emergence of digital games, educational games is one Genre of games and interactive media that is able to provide different learning methods than the conventional. Game learning the Figures of Toddlers is one of the educational digital games that can be found and downloaded on the Play Store for free where until 2017 has been downloaded as many as one hundred thousand downloads in the context of local games. One of the main features in this game is a simple feature that is easily understood by game users, especially children. This study offers a study using the Player experience model in the basic context of User Experience with the support of using quantitative-qualitative methods as well as direct observation and interviews of children. The results produced in this study are the results of the study through the Player experience model in the context of the game user experience Learning Letter Figures Toddlers are useful as a reference for the development of similar educational games. Keywords: toddler, game, media education, player experience, user experience

2017 ◽  
Vol 9 (4) ◽  
pp. 265-283 ◽  
Author(s):  
Aung Pyae ◽  
Tapani N. Liukkonen ◽  
Luimula Mika ◽  
Christina Kattimeri ◽  
Veroline Cauberghe ◽  
...  

Attitudes and motivation towards physical exercises play a vital role for elderly people’s adherence to exercise. In recent years, digital games have been used to enhance elderly people’s experiences in physical exercises. However, there is a limited number of studies regarding elderly people’s attitudes and motivation towards digital game-based exercises. In this study, we aim at investigating the Finnish elderly people’s attitudes towards physical and digital game-based exercises, as well as their motivation in the gameplay. Furthermore, we intend to investigate if digital games can be an alternative way of exercising for elderly people. We conducted a user experience test of the “Skiing Game” with 21 elderly participants in Finland. We applied both qualitative (e.g. interview) and quantitative (e.g. questionnaires) methods to collect data from the participants. Then, we analyzed the data by using SPSS and Nvivo. The findings show that the Finnish elderly people’s attitudes towards physical exercises are more positive than digital game-based exercises. However, their attitudes towards digital games have become more positive after the gameplay. Their in-game and post-game user experiences were moderately positive. Their motivation to play digital game-based exercises was moderately high after the gameplay. Their feedback towards the Skiing game was positive. They recommend that digital game-based exercises can be an effective way of exercising. Based on these findings, we recommend that digital games are promising to be used as an alternative way of exercising for the Finnish elderly people. The discussion in this study can help researchers gain insights about using digital games for promoting elderly people’s participation in physical exercises.


Author(s):  
Richard Van Eck

The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs).


Author(s):  
Míria Santanna dos Santos ◽  
Camila Peres ◽  
Marcelo A. R. Schmitt ◽  
Andre Peres

The students of the twenty-first century are digital natives, presenting a nonlinear way of learning. The school, on the other hand, still keeps a sequential teaching structure. In order to approach the school of the students' reality, digital games can be an important educational tool. This can be done not only using educational games, but also by the creation of games. There are applications and software available online that allow the creation of games in a simple and accessible way. This process of building games enables students to mobilize various fields of knowledge and provide digital literacy, with the development of critical capacity. This chapter presents the theoretical foundations that justify the use of games in education, and a pedagogical proposal based on the construction of games, as well as tools that can be used to build digital games.


2016 ◽  
Vol 4 (1) ◽  
pp. 5 ◽  
Author(s):  
Helga Dís Ísfold Sigurðardóttir

<p>This paper analyses the use of digital game-based learning in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience this practice. As a result of the increased focus on digital skills in Norwegian education digital game-based learning is widely employed throughout Norway. This paper analyses this usage by way of focus group interviews with a total of sixty-four pupils in four different schools. It draws upon <em>domestication theory</em>, <em>actor-network theory</em>, and the concept of <em>script</em>, and makes use of Latour's <em>assemblage </em>approach.</p><p>Norwegian schools employ a variety of digital games for learning. Games used at the primary school level seem somewhat simpler in structure than those used a secondary school level. The domestication of digital game-based learning occurs through the construction of complex game-based learning assemblages. Games are applied in school and at home, as group work and as individual assignments, played on PCs and iPads. Pupils generally appreciate this practice, although they point out that digital games may have some shortcomings as teaching tools, and at the same time acknowledge a social stigma. Digital games play several different roles as non-human agents and, while educational games are played by the script, commercial games undergo certain script changes when employed in school settings. The domestication of digital game-based learning is a collective kind of domestication whereby both teachers and pupils engage in a two-way process.  </p>


2022 ◽  
pp. 733-758
Author(s):  
Míria Santanna dos Santos ◽  
Camila Peres ◽  
Marcelo A. R. Schmitt ◽  
Andre Peres

The students of the twenty-first century are digital natives, presenting a nonlinear way of learning. The school, on the other hand, still keeps a sequential teaching structure. In order to approach the school of the students' reality, digital games can be an important educational tool. This can be done not only using educational games, but also by the creation of games. There are applications and software available online that allow the creation of games in a simple and accessible way. This process of building games enables students to mobilize various fields of knowledge and provide digital literacy, with the development of critical capacity. This chapter presents the theoretical foundations that justify the use of games in education, and a pedagogical proposal based on the construction of games, as well as tools that can be used to build digital games.


Author(s):  
Richard Van Eck

The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs).


2020 ◽  
Vol 11 (1) ◽  
pp. 74-91
Author(s):  
João Bosco Borges ◽  
Carmen Li Juy ◽  
Izac Sidarta De Andrade Matos ◽  
Paulo Vitor Angelo Silveira ◽  
Ticianne De Gois Ribeiro Darin

The influences, metrics, and applications of User Experience (UX) have been investigated in various contexts and is acknowledged as a driving force to promote game development choices. Recently, there has been a growing interest and need to explore the experience in the context of digital games, which require particular forms of Player Experience (PX) components due to their interaction. These particularities of digital games bring some specific models, characteristics and evaluation methods based on this field.  Therefore, both industry professionals and researchers must make informed choices when planning these assessments. This research aims to provide a brief panorama on how PX have been evaluated, and discuss its related concepts, based on the analysis 58 PX evaluation instruments. The data analysis provides a glance on the directions the research on PX evaluation is taking and indicates future research opportunities.


Author(s):  
Rizza Indah Mega Mandasari ◽  
Bambang Pudjoatmodjo

Wayang is an Indonesian heritage that becomes the world's heritage based on the recognition of UNESCO on 7 November 2003. However, the establishment of the wayang as a world cultural heritage does not make it is recognized by the young generation in Indonesia. They considered that wayang is only as a conventional culture, the duration is too long, and it tends to be boring. Creative and interactive media are needed to attract the younger generation to wayang, one of them is using the game. A Game is an interactive media that is much liked by all ages because they are entertaining, challenging, and fun. In the development of a game, it needs to emphasize a good user experience. The measurement of user experience in the game called the gameplay experience. This paper discussed the measurement gameplay experience (GX) using Immerse Experience Questionnaire (IEQ) on Wayang Game. The results of GX measurements become a benchmark for the quality of the game ‘pewayangan’ in attracting the young generation.


Author(s):  
Anders Drachen ◽  
Pejman Mirza-Babaei ◽  
Lennart E. Nacke

This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.


2016 ◽  
Vol 20 (1) ◽  
pp. 237-254 ◽  
Author(s):  
Marleena Mustola ◽  
Merja Koivula ◽  
Leena Turja ◽  
Marja-Leena Laakso
Keyword(s):  

The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcome the unnecessary polarization of the discourses on children’s digital game culture. If the purpose is to advance the multidisciplinary discussion on digital games and childhood, the naive or careless use of the concepts of activity and passivity should be avoided.


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