Nia Karlna, Arsa Widitiarsa Utoyo, E. H. Saptaputra
{"title":"Gamification Analysis for Motivation and Engagement Using Running Apps","authors":"Nia Karlna, Arsa Widitiarsa Utoyo, E. H. Saptaputra","doi":"10.21512/jggag.v4i1.7459","DOIUrl":"https://doi.org/10.21512/jggag.v4i1.7459","url":null,"abstract":"Gamification is the application of game features, mainly elements of video games, in a context not related to the game in order to promote motivation and commitment to learning. The application of gamification in a pedagogical context provides some remedy for many people who feel alienated from traditional teaching methods. The use of gamification could provide a partial solution to the decrease in the motivation and commitment of the students that the user faces today. Specifically, the younger environment could benefit greatly from gamification not only for its enjoyment but also for a healthy life. This critical analysis of gamification literature wants to be part of a sequence on the effect of gamification on motivation and commitment. A methodology proposed in the study of the effects of gamification in motivation and commitment, as well as an empirical study, consists of a smartphone application that provides tracking and gamification elements. While the control arm consists of on an application designed identically only with the characteristics of tracking health information. The proposal will be made among young people who use applications on the day off from cars in Jakarta","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125915429","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Implementation of Gamification System in Asian Higher Education Teaching","authors":"D. Hidayat","doi":"10.21512/jggag.v2i1.7218","DOIUrl":"https://doi.org/10.21512/jggag.v2i1.7218","url":null,"abstract":"Low level of in-class participation can be a problem for lecturers when they teach Asian students. One of the reason is the characteristics of the Asian students, which are quiet and passive. Active learning is needed to solve this problem. Gamification is one of the things that can improve active learning. This study aims to understand how to design gamification system for higher education teaching, the factors contributed to the gamification system in higher education, and the impacts of the gamification system for students with the case study of Bina Nusantara University in Indonesia. The finding shows that there are several things to consider in designing gamification system. Factors in the system, the lecturers, the course, and the students also take important parts in the implementation. When it is done correctly, there will be a lot of positive impacts for the students and the teaching.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121607332","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Effect of Gamified Teamwork on Business-related Idea Generation","authors":"Polina Trusova","doi":"10.21512/jggag.v3i1.7232","DOIUrl":"https://doi.org/10.21512/jggag.v3i1.7232","url":null,"abstract":"Innovation providing a competitive advantage to enterprises is based on original ideas usually developed by teams. Therefore, the optimization of idea generation in teams is crucial for the enterprises’ competitiveness and survival. The goal of this experimental study is to test whether idea generation in team can be made more effective in terms of quantity and quality through gamification (the use of game design elements in non-game contexts). Based on conservation of resources theory, in the present study gamification was assumed to generate and regulate task-related resources and therefore to increase the number and originality of generated ideas. 170 students divided in 70 teams were asked to imagine themselves to be a management team of a young innovative enterprise during a crisis meeting and to generate solutions for the described problems. 35 teams were randomly assigned to the gamification condition and another 35 teams to the control condition. The number and originality of ideas were evaluated by two independent condition-blind raters and compared between the conditions. Gamification has a large positive effect on the idea number and a medium-sized positive effect on the idea originality. The findings, implications and limitations are discussed.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130507794","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Identity and Gender Perspective of Gatotkaca through Transmedia Narrative in Character Design for Game","authors":"Ardiyan Ardiyan","doi":"10.21512/jggag.v2i1.7212","DOIUrl":"https://doi.org/10.21512/jggag.v2i1.7212","url":null,"abstract":"Indonesian games are still need improvement, this matter is indicated by the quantity and the quality of the product. One of the quality game aspect is character design which has big influence in visual assets development. The contemporary spirit to develop creativity in cultural aspect through many media has opened many possibilities to breakfree from the traditional form in Indonesia, especially wayang, that commonly considered as sacred which has made the audiences lost their interest. This research was made to study the game character design of Ghatotkacha in Boma Naraka Sura PC Game by Anantarupa Studio which is using cultural story of wayang. This game had significant support in crowdfunding. In descriptive interpretive analysis from cultural identity and gender stereotyping perpective through transmedia narrative, Gatotkaca character design has evolved from narrative into visual form that is being marked by eminent artworks. ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129806120","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Learning History Through Augmented Reality","authors":"B. Dirgantoro","doi":"10.21512/jggag.v6i1.7316","DOIUrl":"https://doi.org/10.21512/jggag.v6i1.7316","url":null,"abstract":"History has been adapted as a compulsory subject since 1931 alongside math and science. However, learning history in Indonesia could be a challenge since Indonesia placed in the second lowest of literature behaviour. For the past decades, educators have been implementing the term of in class edutainment and gamification. One of the forms of edutainment could be accomplished by Augmented Reality. This project is conducted to provide an alternative learning tool in history learning, especially for elementary school students who tend to have a negative paradigm that learning history means reading textbooks. In addition, the function of Augmented Reality will be beneficial to students and teachers in order to support multiple learning styles without losing its substance as it is based on the K13 curriculum","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122154567","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Mobile Game “Color in Life” Development for Dichromatism Color Blind","authors":"Ivan Reinaldo, B. N. Moch","doi":"10.21512/jggag.v4i2.7467","DOIUrl":"https://doi.org/10.21512/jggag.v4i2.7467","url":null,"abstract":"The purpose of this research was to escalate players’ knowledge on color blindness by designing an educational video game which design was oriented to dichromatism color blind. The topic selection was based on the lack of players’ deeper knowledge on color blindness. The graphic and gameplay selection on this research was adjusted to the chosen color blind category. Research methods were conducted by analysis, development, and evaluation. Analysis was done by questionnaire. Development was done by game design document, UML, storyboard, and was implemented using Unity. Evaluation on 35 players, which are 32 with normal eyes and 3 with color blindness, was done by two approaches, which are t-test and questionnaire. The result of t-test was t(34) = -7.704, p < 0.05 and Enjoyment score on CEGE is 0.763 for normal eyes and 0.651 for colorblind. To conclude, there was an improvement on knowledge from the video game and the design was enjoyable.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122070696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Taufiq, A. Trisetyarso, W. Suparta, B. S. Abbas
{"title":"Gamification of Decentralized Ledger for Credit Card Application using Blockchain","authors":"R. Taufiq, A. Trisetyarso, W. Suparta, B. S. Abbas","doi":"10.21512/jggag.v4i1.7461","DOIUrl":"https://doi.org/10.21512/jggag.v4i1.7461","url":null,"abstract":"We propose a credit card application using blockchain to improve the approval, transparency and security process. Some studies explain the use of blockchain technology in credit card applications but have not described the concept and architecture. Therefore, this study describes and describes the architecture of using credit cards for credit card applications. The motivation of this research is to explain the implementation of blockchain technology, especially the decentralization process of ledgers in credit card applications. Next, we propose architecture and algorithms for credit card applications using blockchain. The conclusion in this study is a decentralized ledger for credit card applications that allows peer-to-peer transactions, decentralized credit card applications that are not bound by geographical boundaries, have two advantages for debtors and the banking industry. In addition, the architecture is made using a credit card for application credit cards and an explanation of how the architecture works.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117095938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Design and Development of Backend System for a Game Application","authors":"Louis Joshua Tandey","doi":"10.21512/jggag.v3i1.7230","DOIUrl":"https://doi.org/10.21512/jggag.v3i1.7230","url":null,"abstract":"This paper is discussed a technical report regarding the backend system and the web application to manage the game and the API that the game client of Dishcover Indonesia will frequently request to a web application is one of the many ways that can be used to manage content that is saved on the backend for a system. An API is also a method. The author, part of a team development for a game, will attempt to provide a solution so that to easily maintain the content of the game and a method for the client to access with them.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123115259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Video Games as Tools for Education","authors":"A. W. Utoyo","doi":"10.21512/jggag.v3i2.7255","DOIUrl":"https://doi.org/10.21512/jggag.v3i2.7255","url":null,"abstract":"Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and digital world collaboration, suggest powerful new opportunities for educational media. Video games are an important part of improving education through its ability to force players to present realistic simulations of real-life situations. The beginning of the proper use of gaming technologies for education and training and there is no need for scientific and engineering methods to create games not only as a more realistic simulation of the physical world but to provide experience Effective learning. This document illustrates building up to date Integration of educational principles and game design into a dialogue between them and defining games that can be integrated based on design, entertainment, and educational features. The work follows a drawing tray that forms part of the framing definition and after selecting categories of design templates, before focusing on user interaction modes, from a pedagogical point of view, given its relevance to end users","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130301147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Character Development Creativity in Unit Blocks for Visual Spatial Intellegence Improvement of Children with Special Needs","authors":"M. Tobroni","doi":"10.21512/jggag.v2i2.7194","DOIUrl":"https://doi.org/10.21512/jggag.v2i2.7194","url":null,"abstract":"Autism is a neurodevelopmental disorder that is present from birth or early childhood. People with autism usually have impaired social interaction, difficulties in verbal and non- verbal communication, and repetitive behaviour. One of the forms of autism treatment is therapy. Vision therapy through toys that require concentration and creativity is able to treat autism as it won’t limit the imagination of children with the disorder. Toys usually have their own patterns and programs that tend to limit children’s creativity, imagination and visual and spatial intelligence. This can lead to children’s stress and lack of confidence. A character design on unit block toys is a form of vision therapy. It develops children’s visual and spatial creativity and intelligence. It also helps children to be independent and helps with their perception. Unit blocks consist of pieces of wooden blocks with different shapes and sizes that can form even bigger shapes, based on children’s imagination and ability to design a space or a building. Children’s visual and spatial intelligence help them visualize and notice shapes, colours, spaces, and designs of the unit blocks accurately, modify their surroundings based upon their perceptions, and recreate the aspects of their visual experiences. Playing Lego blocks will help develop the visual spatial intelligence of children with autism as it stimulates their ability to express ideas and to design a character the way they like. ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132049919","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}