{"title":"Implementation of the Cellular Automata Algorithm for developing an educational game","authors":"N. Fauzia, D. Rohendi, L. Riza","doi":"10.1109/ICSITECH.2016.7852628","DOIUrl":null,"url":null,"abstract":"During the past two decades, game developments have been increasing rapidly. In developing these games, there are various algorithms involved. The objective of this research is to develop an educational game by using the Cellular Automata Algorithm (CAA) to construct areas in the game. It is used for generating a dynamic labyrinth, so that it always changes in every game play. Therefore, it basically is a labyrinth game involving some obstacles for representing tasks that should be done in order to finish it. In this game, four types of educational evaluations are included, as follows: multiple choice, briefings answer, arranging the code, and filling in the blank. For the case study, this game contains the Fundamental Programming subject, focused on the Looping chapter. According to the experiment, it is capable in increasing student's comprehension with 0.37 gain. Finally, it can be used to increase cognitive comprehension for Vocational High School students.","PeriodicalId":447090,"journal":{"name":"2016 2nd International Conference on Science in Information Technology (ICSITech)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 2nd International Conference on Science in Information Technology (ICSITech)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSITECH.2016.7852628","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7
Abstract
During the past two decades, game developments have been increasing rapidly. In developing these games, there are various algorithms involved. The objective of this research is to develop an educational game by using the Cellular Automata Algorithm (CAA) to construct areas in the game. It is used for generating a dynamic labyrinth, so that it always changes in every game play. Therefore, it basically is a labyrinth game involving some obstacles for representing tasks that should be done in order to finish it. In this game, four types of educational evaluations are included, as follows: multiple choice, briefings answer, arranging the code, and filling in the blank. For the case study, this game contains the Fundamental Programming subject, focused on the Looping chapter. According to the experiment, it is capable in increasing student's comprehension with 0.37 gain. Finally, it can be used to increase cognitive comprehension for Vocational High School students.