scholarly journals 3D Course Teaching Based on Educational Game Development Theory – Case Study of Game Design Course

Author(s):  
Yue Zheng

With the rapid development of information technology, 3D game technology also has developed gradually. Virtual reality technology is developing at a fast speed, too. At present, virtual teaching method of game design in software engineering major may be caught in the unfavorable situation where “teachers do not respect it and students’ learning motivations differ a lot”. Meanwhile, students may be easily influenced by nonintellectual factors such as emotion, hobby and will, and develop many harmful learning habits such as indifference to standards of game development procedure, which to certain degree influences teaching effect. On this basis, the teaching method of applying educational game development theory in game design course was proposed in this study. First of all, research status of domestic and overseas game design courses was analyzed. Starting from education and 3D software features, the content of Game Design in software engineering major was chosen for educational game design and development. Meanwhile, questionnaire survey and experiment were carried out to evaluate the application effect of the case. It was found that, educational game designed in this study was affirmed by students and teachers, and the case gained a favorable effect in the implementation process. Besides, game-based teaching method motivated students’ learning interest. In conclusion, the teaching effect of educational game is better than traditional teaching effect.

Author(s):  
Kevser Hava ◽  
Tolga Guyer ◽  
Hasan Cakir

This study aims to investigate the factors that enable or hinder the implementation of game development activity in the instructional process. One instructor and 15 gifted students between the ages of 11 and 15 took part in the study. The students developed computer games related to science topics using MS Kodu game engine within the implementation process. According to the findings, it is seen that instructional practices have great importance, and the instructor plays a key role in the activity. Making and playing games have been the greatest motivation resource for students. In addition, the social environment can be an important tool in sustaining students' motivation levels. The students' negative attitudes toward educational game topics and non-computer activities hinder the successful implementation of the activity. The MS Kodu game engine might be appropriate for novice designers but not be enough for teaching programming concepts. Team-based game development activity is believed to be useful for developing advanced games and increasing the level of interaction between students.


2022 ◽  
pp. 344-364
Author(s):  
Kevser Hava ◽  
Tolga Guyer ◽  
Hasan Cakir

This study aims to investigate the factors that enable or hinder the implementation of game development activity in the instructional process. One instructor and 15 gifted students between the ages of 11 and 15 took part in the study. The students developed computer games related to science topics using MS Kodu game engine within the implementation process. According to the findings, it is seen that instructional practices have great importance, and the instructor plays a key role in the activity. Making and playing games have been the greatest motivation resource for students. In addition, the social environment can be an important tool in sustaining students' motivation levels. The students' negative attitudes toward educational game topics and non-computer activities hinder the successful implementation of the activity. The MS Kodu game engine might be appropriate for novice designers but not be enough for teaching programming concepts. Team-based game development activity is believed to be useful for developing advanced games and increasing the level of interaction between students.


2021 ◽  
Vol 6 (1) ◽  
pp. 52-59
Author(s):  
Anggy Trisnadoli ◽  
Jan Alif Kreshna

Educational Mobile Game ‘Ayo Wisata ke Riau’ is a mobile-based educational game application that was developed in 2017 on the Android platform. The quality requirements used in this game development have been adjusted for the available Educational Mobile Games. Even though it went well, there were many complaints from users during the direct implementation survey. This becomes material for re-evaluation, whether the game is ready to be disseminated to the public. Based on this occurence, a gap analysis was carried out to see the feasibility and the need for improvements to the game application that had been built. Based on the results of the gap analysis that has been carried out, it is indicated that there is a need for significant improvements in the areas of performance and user satisfaction. So that in this study, a design reengineering was carried out that was focused on improving the two things that were considered crucial, so that the results of the design and implementation that had been improved could provide better performance and user satisfaction scores than previous developments.


2020 ◽  
Vol 7 (2) ◽  
pp. 135
Author(s):  
Amira Mar’atu Nabila ◽  
Aidil Primasetya Armin ◽  
Elvianto Dwi Hartono

Abstrak: Bahasa jawa meruapakan bahasa yang berasal dari daerah yang terdapat di negara Indonesia. Salah satu unsur bahasa adalah kata. Ketika mempelajari bahasa indonesia salah satu yang di pelajari adalah kata benda. Dalam bahasa jawa terdapat pula kata benda yaitu tembung aran. Permainan yang bersifat mendidik merupakan bagian dari genre dalam permainan. Genre ini merupakan salah satu media yang bersifat mendidik. Upaya pengembangan game adalah desain game. Desain ini membantu dalam merancang isi permainan. Pada penelitian ini dirancang game edukasi dengan model tebak gambar dan mencocokanya dengan kata benda bahasa daerah jawa yaitu tembung aran. Benda yang akan dicocokan adalah benda yang pada umumnya di temukan di dalam dan sekitar rumah. Untuk mengetahui kelayakan game ini digunakan metode pengujian System Usability Scale (SUS). Hasil yang didapatkan termasuk dalam kategori Acceptability pada skor acceptable dengan nilai 84, adjective rating nya mendapat nilai Excellent, dan Grade Scale termasuk dalam kategori B.   Kata kunci: game edukasi, kata benda, tembung aran.   Abstract: The javanese language is a language that comes from the regions in Indonesia. One of the elements of language is the word. When learning Indonesian, one that is learned is a noun. In Javanese, there is also a noun, namely Tembung aran. Educational games are part of the game genre. This genre is one of the media that is educational. Game development endeavors are game design. This design helps in designing the game content. In this study, an educational game was designed with a guess the image model and matching it with a Javanese noun, namely Tembung aran. The objects to be matched are objects that are generally found in and around the house. To determine the feasibility of this game, the System Usability Scale (SUS) testing method is used. The results obtained were included in the Acceptability category in an acceptable score with a value of 84, the adjective rating received an Excellent value, and the Grade Scale was included in category B.   Keywords: educational games, nouns, tembung aran.


1998 ◽  
Vol 37 (04/05) ◽  
pp. 518-526 ◽  
Author(s):  
D. Sauquet ◽  
M.-C. Jaulent ◽  
E. Zapletal ◽  
M. Lavril ◽  
P. Degoulet

AbstractRapid development of community health information networks raises the issue of semantic interoperability between distributed and heterogeneous systems. Indeed, operational health information systems originate from heterogeneous teams of independent developers and have to cooperate in order to exchange data and services. A good cooperation is based on a good understanding of the messages exchanged between the systems. The main issue of semantic interoperability is to ensure that the exchange is not only possible but also meaningful. The main objective of this paper is to analyze semantic interoperability from a software engineering point of view. It describes the principles for the design of a semantic mediator (SM) in the framework of a distributed object manager (DOM). The mediator is itself a component that should allow the exchange of messages independently of languages and platforms. The functional architecture of such a SM is detailed. These principles have been partly applied in the context of the HEllOS object-oriented software engineering environment. The resulting service components are presented with their current state of achievement.


2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2020 ◽  
Author(s):  
Carlos Alberto Catalina Ortega ◽  
Svjetlana Kolić-Vehovec ◽  
Barbara Rončević Zubković ◽  
Sanja Smojver-Ažić ◽  
Tamara Martinac Dorčić

UNSTRUCTURED Objectives: The main purpose of the paper is to define a new methodology that allows the design of Serious Games that promote a behavioural change. The methodology is based on the Intervention Mapping Protocol (IMP) to define all the information and interventions and Applied Behaviour Analysis (ABA) to promote the behaviour change. Materials and methods: The methodology is based on the experience of game designers and psychologies within the eConfidence H2020 research project in which a new methodology was designed and implemented in two serious games. The game development methodology is described in six steps to be followed, with the psychological perspective integrated with the game design. Both games were tested in 10 schools with a pre and post-test for the data analysis. Results: Both games developed within the methodology present relevant findings on the change of behaviour of the users. Additionally, the proposed metric integrated allows a database improvement of the games to get better results. Conclusion: New methodology for design and study effectiveness of Serious Games that promote behavioural changes, was designed and integrated into two serious games that demonstrate changes in the users. The methodology could help other teams in the work of design and assess the effectiveness of a Serious Game for behavioural change.


2019 ◽  
Vol 2 (6) ◽  
pp. 913
Author(s):  
Annisa Annisa ◽  
Trisnendri Syahrizal

The purpose of this study is to find out the improvement students’ motivation using ice breaker in learning English at the tenth grade of software engineering major in SMK TI Garuda Nusantara Cimahi. The data obtained from the result of observation and students learning outcomes from the test (pretest and posttest). The result showed Students who were completed value with KKM > 70 in the pre-cycle has 28.60% and in the first cycle increased to 67.80% than in the second cycle improved to 100%. The average student learning outcomes in the first cycle amounted to 66.29 and the second cycle increased to 73.09 so the average student learning outcomes from cycle I to cycle II increased by 6.8. It means there was an improvement in students’ motivation after carried out classroom actions research. Based on the fact, the researcher concluded that the ice breaker was effective to improve students’ motivation in learning English at the tenth grade of office software engineering major in SMK TI Garuda Nusantara Cimahi. It was also proved by observation students when teaching-learning in the classroom. Students feel enjoy, be active, feeling happiness, focus on material and stay in the classroom during the learning process.Keywords: Teaching Method, Motivation, Ice breaker, learning process


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