Irene Astuti Lazarusli
Universitas Pelita Harapan

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Modelling and implementation of 9tka game with MaxN algorithm Dina Stefani; Frederikus J.; Irene Astuti Lazarusli; Samuel Lukas; Petrus Widjaja
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 1: February 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i1.11590

Abstract

9tka is a board game created by Adam Kaluza. The game can be played with 2 up to 4 players, with the goal of conquering as many areas in the board as possible. The aim of this research is to implement the 9tka game into a digital game that can be played on a personal computer. The implementation will include the feature to play against computer players. The rules and game’s play of 9tka is modelled, and then implemented using Java. The Artificial Intelligence (AI) of the computer player is implemented using the MaxN algorithm, which is an extension of the minimax algorithm. Several tests were done to gauge the robustness of the implemented AI. The experiments show that the AI is capable to make a move in time less than 541 milliseconds on average, across all types of players. Moreover, from eight respondents, the average amount of human wins is 2.25 out of 5 matches, across all types of players. This shows that the implemented AI on computer player has a better chance to defeat human opponents.
Gamification Using Visual Novel to Improve Chemistry Learning Motivation Louis Khrisna Putera Suryapranata; Felix Intan Bahagia; Irene Astuti Lazarusli
Journal of Games, Game Art, and Gamification Vol. 8 No. 1 (2023)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v8i1.9411

Abstract

Learning chemistry at the beginning of senior high school is difficult because there is too much information that should be remembered, especially the periodic table. To reduce the difficulty of students’ learning processes, gamification could be helpful. In this study, gamification applications in the form of a visual novel have been developed and focused on the periodic table material for 1st-year senior high school students. The motivation improvement had been measured using the IMMS (Instructional Materials Motivation Survey) questionnaire in the pre-test and post-test sections. Respondents filled out the pre-test at the beginning of the experiment, followed by a visual novel playing session for one week. After the playing session ended, the respondent filled out the post-test. The motivation score from the pre-test and the post-test result had been compared using a paired T-test to see whether there was an improvement in learning motivation. It could be concluded that improvement in learning motivation happened due to the usage of visual novels, with an overall motivation score improvement of around 18.61%. In the future, this study will be continued by applying user personalization according to learning style preferences.