Fuzzy Adaptive Items in Design Activity of Appreciative Serious Game

Hanny Haryanto, Aripin, Acun Kardianawati, Umi Rosyidah, E. Mulyanto, T. Sutojo
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Abstract

Serious game has been a very potential tool for learning, especially for online learning in the Covid 19 pandemic era. Using interactivity and experience as the main advantage, serious games offer a fun way to learn that can enhance the understanding of the learning material. However, the design of the serious game is difficult due to the different nature between learning and gaming. Game activity is one of the game elements that is difficult to develop. Appreciative serious game is the type of serious game that is using Appreciative Learning concept to design the activity. Appreciative serious game has four main stages, namely Discovery, Dream, Design and Destiny. Design stage is one of the most difficult stages, because it has the most activities compared to other stage, thus it should maintain the balance between boredom and frustration. Item often only viewed as a gimmick, even though it has potential to support the balance. This research is using fuzzy logic to produce adaptive item behavior, called fuzzy adaptive items. The fuzzy adaptive item takes life point and the number of errors, which resulted in the dynamic frequency of appearing relevant items. The results shows that items appear dynamically according to player performance.
鉴赏性严肃游戏设计活动中的模糊自适应项
严肃游戏是一种非常有潜力的学习工具,尤其是在新冠疫情时代的在线学习。将互动性和体验作为主要优势,严肃游戏提供了一种有趣的学习方式,可以增强对学习材料的理解。然而,由于学习和游戏的性质不同,严肃游戏的设计难度很大。游戏活动是较难开发的游戏元素之一。欣赏式严肃游戏是运用欣赏式学习理念设计活动的严肃游戏类型。欣赏型严肃游戏主要有四个阶段,即发现、梦想、设计和命运。设计阶段是最困难的阶段之一,因为与其他阶段相比,它的活动最多,因此它应该保持无聊和沮丧之间的平衡。道具通常只被视为一种噱头,尽管它有维持平衡的潜力。本研究利用模糊逻辑产生自适应项目行为,称为模糊自适应项目。模糊自适应项取寿命点和误差数,使相关项出现的频率动态。结果显示,道具会根据玩家的表现动态出现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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