puzzle games
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2021 ◽  
Vol 1 ◽  
pp. 1651-1659
Author(s):  
Luluk Erni Slamet Widiawati ◽  
Wiwiek Natalya

AbstractIn Indonesia, abaut 16% of children under five year’s experience developmental delays in fine motor skills. A lack of stimulation causes the delay by the playing media. A Puzzle game is one of the games, which is beneficial to stimulate fine motor skills To find out the effect of puzzle play therapy on the fine motor development of preschool children. A literature review of Quasy Eksperiment studies was used. The searching prpces for articles using the PubMed, Garuda Portal, and Google Schoolar  database. Articles were selected that matched the inclusion criteria and appraised using DISCREN instrument. There were five articles included in this study. Two studies used the Denver II to measure fine motor skills, Whereas three used the KPSP instrument ( Indonesia child developmental and monitoring screening). Those studies were analyzed by using either the Wilcoxon test or t-test. All studies concluded a similisr result thst puzzle play therapy has a significant effect on preschool children’s motor development. This study found the effect of puzzle games on the fine motor development of preschool children.Keywords: Puzzle Play Therapy, fine motor development, Preschoolers AbstrakDi Indonesia, sekitar 16% anak balita mengalami keterlambatan perkembangan motorik halus. Kurangnya stimulasi menyebabkan penundaan oleh media bermain. Game Puzzle merupakan salah satu game yang bermanfaat untuk merangsang motorik halus. Mengetahui pengaruh terapi bermain puzzle terhadap perkembangan motorik halus anak prasekolah. Tinjauan literatur studi Quasy Eksperiment digunakan. Proses pencarian artikel menggunakan database PubMed, Garuda Portal, dan Google Schoolar. Artikel dipilih yang sesuai dengan kriteria inklusi dan dinilai menggunakan instrumen DISCREN. Ada lima artikel yang termasuk dalam penelitian ini. Dua penelitian menggunakan Denver II untuk mengukur keterampilan motorik halus, sedangkan tiga penelitian menggunakan instrumen KPSP (penyaringan perkembangan dan pemantauan anak Indonesia). Studi-studi tersebut dianalisis dengan menggunakan uji Wilcoxon atau uji-t. Semua penelitian menyimpulkan hasil yang serupa bahwa terapi bermain puzzle berpengaruh signifikan terhadap perkembangan motorik anak prasekolah. Penelitian ini menemukan pengaruh permainan puzzle terhadap perkembangan motorik halusanak prasekolah.n.Kata kunci: Terapi bermain puzzle, perkembangan motorik halus, anak prasekolah.


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 14 (2) ◽  
pp. 325-331
Author(s):  
Yosdarso Afero

Puzzle game is a game that shifts numbers from a box consisting of nine boxes. Eight boxes must have values arranged in numerical order starting from numbers 1 to 8. Puzzle games can produce the correct sequence according to the initial state provided that they follow the rules established rules. Completion of this game using a heuristic method, using the Ascent hill Climbing algorithm. The working process of the Ascent hill Climbing method is a process of looking for several possible solutions in order to get the optimal value for solving the problem by arranging the values from the position of the smallest value to the position of the largest value. The problem that is often experienced in this case is a lack of user knowledge in the concept of puzzle game rules so that search results are difficult to find,with this method it can make it easier to solve puzzle game cases by following the game rules and done systematically so that Goals are quickly found. The Goal results obtained are in the form of steps in the process of finding a solution and calculating the time required in the search to find a solution.


2021 ◽  
Author(s):  
Nathan Sandhika

Mengumpulkan informasi dan mendidik diri sendiri sambil bermain games adalah sebuah cara baru untuk belajar. Dengan teknologi Augmented Reality, kini games menjadi lebih interaktif dan menyenangkan untuk dimainkan. Orang-orang dengan rentang usia yang berbeda pun dapat memainkannya juga karena mudah dimengerti dan digunakan. Menyusun puzzle dan akan mengungkapkan informasi sebagai hasilnya dan kita dapat melihat nya dalam bentuk 3D dalam Augmented Reality. Pembuatan games AR ini juga menggunakan dua metode yaitu Marker Based Tracking dan Markerless, agar kita bisa melihat mana yang lebih layak dan lebih mudah digunakan. Dengan permainan yang seru untuk dimainkan, ditambah puzzle yang bisa meningkatkan produksi dopamin otak. Hal ini juga dapat mempengaruhi proses belajar, memori, konsentrasi dan motivasi.


Author(s):  
Juli Gladis Claudia ◽  
Sri Sujawaty ◽  
Mutmainah Dunggio

Dyslexia is a disorder in the form of difficulty reading, writing, spelling which results in children not being able to read and speak. Teachers can stimulate children's thinking interested in learning to read using interesting learning techniques such as alphabet puzzle games and letter cards. This study aims to determine the effect of alphabet puzzle games and letter cards to reduce dyslexia. The research design is quasi-experimental with a one-group pretest-posttest design approach, namely measurement of observations before and after being given an alphabet puzzle game and letter cards for 3 months every 7 days. The research subjects were all students under five as many as 66 people. The dependent variable is alphabet puzzle and letter cards and the independent variable is the decrease in dyslexia. The results showed that there was a decrease in dyslexia in toddlers using alphabeth puzzle games (70% to 13%) and letter card games (67% to 16%). The results of the Paired T test statistical test obtained a Sig 2 tailed value of 0.000 (p < 0.05) meaning that there was an influence of alphabet puzzle games and letter cards on the decrease in dyslexia. The conclusion is that there is an effect of alphabet puzzle games and letter cards on the reduction of dyslexia in children under five.


2021 ◽  
Vol 2 (3) ◽  
pp. 414-420
Author(s):  
Dyan Yunanto

Puzzle games are a way or style in the process of early childhood learning that is more suitable to increase children's learning interest so that the learning process feels more fun, the problem that arises is how to introduce and educate about traditional Indonesian traditional home culture so that the younger generation can get to know and preserve traditional Indonesian culture. To overcome this problem, a game is made that can introduce and educate about traditional Indonesian traditional house culture. While the programming language used in building games is constrcut2. The results of implementation and trials conducted by researchers, it can be concluded that traditional Indonesian traditional house puzzle education games can recognize and educate indonesia's most traditional culture, especially traditional house culture. 


2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Teo Peihan Janine

With 263 million children and youth out of school, there is a need for a highly scalable way to provide quality education to the underprivileged. Solve Education!(SE!)’s solution is combining an addictive game with the “Learning-by-Doing” Principle. Leveraging artificial intelligence and big data analysis, SE! explores the possibility of combining multi-user online strategy games with casual puzzle games to increase user retention rates, and in the process educating the users effectively over a longer period of time. Game mechanics are used to increase user retention by boosting motivation, while big data analysis allows SE! to understand the users’ in-game behavior and how they learn best. Artificial intelligence helps to deliver the right content to the user at the right time, optimizing the learning process, and enabling in-game adaption to the users’ learning needs 


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-27
Author(s):  
Megan Pusey ◽  
Kok Wai Wong ◽  
Natasha Anne Rappa

Video games are often designed around puzzles and problem-solving, leading to challenging yet engaging experiences for players. However, it is hard to measure or compare the challenge level of puzzles in video games. This can make designing appropriately challenging puzzles problematic. This study collates previous work to present refined definitions for challenge and difficulty within the context of video games. We present the Puzzle Challenge Analysis tool which can be used to determine the best metrics for analysing the challenge level of puzzles within video games. Previous research has focused on measuring the difficulty of simple action video games, such as Pac-Man, which can be easily modified for research purposes. Existing methods to measure challenge or difficulty include measuring player brain activity, examining game features and player scores. However, some of these approaches cannot be applied to puzzles or puzzle games. For example, approaches relying on game scores will not work for puzzle games with no scoring system, where puzzles are either solved or not. This paper describes the design and development of the Puzzle Challenge Analysis tool using two case studies of commercial video games The Witness and Untitled Goose Game. The tool is also tested for generalisability on a third commercial puzzle video game, Baba Is You. This proposed tool can help game designers and researchers to objectively analyse and compare puzzle challenge and produce more in-depth insights into the player experience. This has implications for designing challenging and engaging games for a range of player abilities.


2021 ◽  
Vol 3 (2) ◽  
pp. 129-134
Author(s):  
Rahmat Nasrullah ◽  
Nur Rizky Alfiany ◽  
Muhammad Ainul Hamdan

This research investigated the improvement of students’ participation and vocabulary achievement by using crossword puzzles in the classroom. The research design was Classroom Action Research (CAR) conducted in two cycles. The research subjects were the seventh-grade students and the research area was at a private Islamic Junior High School in Kendari. The data were collected by using observation and vocabulary achievement tests. The collected data were analyzed statistically by using a percentage formula. The students’ activity improved from 78,66% in cycle 1 to 97,66% in cycle 2. Meanwhile, the students’ vocabulary mastery improved from 54% in cycle 1 to 90% in cycle 2. In conclusion, using crossword puzzles improved the students’ vocabulary achievement and students' participation in the teaching and learning English.


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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