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Journal : Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control

Balancing Entertainment, Cost, and Educational Strength: A Design Framework for Medium-Coupling Educational Games Atmaja, Pratama Wirya; Sugiarto, Sugiarto
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 6, No. 1, February 2021
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v6i1.1158

Abstract

Games are powerful tools for teaching and learning, especially in the age of Education 4.0. The rapid growth of educational games is hindered by various problems, including their development cost. The medium coupling approach, which allows an educational game to be both engaging and economical, is one potential solution to the problem; unfortunately, it has received only sporadic attention. This study aims to explore the matter of designing medium-coupling educational games through a design framework. The framework dissects an educational game’s game content and educational content into parts to be interconnected. We applied the framework to design and develop an educational role-playing game (RPG). Sixty first-year Informatics students tested the game, which presented three learning topics with different characteristics. A post-test questionnaire’s results validate the game’s entertainment and educational values while also uncovering how it works under different learning contents. A discussion with the participants gathered insightful suggestions and critiques, which, together with the questionnaire’s results, are synthesized into design principles for medium-coupling games. We conclude that the framework is useful for creating games that are entertaining, educational, and cost-efficient.
How HEXAD Types Influence Systemic and Finer-Grained Experiences in Gameful Educational Media: An Exploratory Study Sugiarto; Atmaja, Pratama Wirya; Mandyartha, Eka Prakarsa
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 10, No. 1, February 2025
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v10i1.1985

Abstract

Education in the 21st century demands technology support, in which gameful media, such as educational games, can provide. Providing this support also requires the media to accommodate the different needs of the players, which can be identified by classifying the players’ type using HEXAD typology. However, the effect of HEXAD type classification on players’ experience in gameful media is still vague. This study aims to adress this vagueness by exploring the implementation of HEXAD in a more systemic and fine-grained manner using a playtest of an educational role-playing game. We measured the playtesters’ gameplay and learning experiences (n = 60) through a questionnaire developed based on HEXAD scale, GUESS, and EGameFlow. We also measured the correlation between the playtesters’ HEXAD types and their gameplay and learning experiences. Our analysis of the correlations uncovers exciting findings, including that the “achiever” type strongly appreciates playability features and that playability is among the essential gameplay factors for HEXAD types. We also propose design principles that can guide future research and development of the media.