Hanny Haryanto, Aripin, Acun Kardianawati, Umi Rosyidah, E. Mulyanto, T. Sutojo
{"title":"Fuzzy Adaptive Items in Design Activity of Appreciative Serious Game","authors":"Hanny Haryanto, Aripin, Acun Kardianawati, Umi Rosyidah, E. Mulyanto, T. Sutojo","doi":"10.1109/ICISS55894.2022.9915117","DOIUrl":null,"url":null,"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.","PeriodicalId":125054,"journal":{"name":"2022 International Conference on ICT for Smart Society (ICISS)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Conference on ICT for Smart Society (ICISS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICISS55894.2022.9915117","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.