cover
Contact Name
Dewi Novianti
Contact Email
jggag@binus.edu
Phone
+62217202222
Journal Mail Official
jggag@binus.edu
Editorial Address
https://journal.binus.ac.id/index.php/jggag/about/editorialTeam
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
JGGAG (Journal of Games, Game Art, and Gamification)
ISSN : -     EISSN : 2548480X     DOI : https://doi.org/10.21512/jggag.v1i1.7241
The Journal of Games, Game Art, and Gamification (JGGAG) is a double-blind peer-reviewed interdisciplinary journal that publishes original papers on all branches of academic areas and communities. Thematic areas include, but are not limited to: Games AI applications for serious games, Alternate reality games, Animation for serious games and virtual worlds, Artifacts and art with purpose, Augmented reality, Case studies in serious games and virtual worlds, Experimental serious games design, Game AI and artificial life, Game-based learning, edutainment and training, Nondigital games, Serious game methodologies Game Art Game design, Multimedia gaming, Serious game art, Serious game design, Virtual characters, Virtual environments Gamification Gamification of Learning, Education and Training, Marketing and Promotion related to gamification, Gamification in Health and Sports. JGGAG publishes scholarly articles, such as original research articles and reviews, position papers, and other critical and creative responses. The average time between submission and final decision is 60 days and the average time between acceptance and publication is 30 days.
Articles 5 Documents
Search results for , issue "Vol. 6 No. 1 (2021)" : 5 Documents clear
Learning History Through Augmented Reality Bayu Dirgantoro
Journal of Games, Game Art, and Gamification Vol. 6 No. 1 (2021)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v6i1.7316

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
Re-Introducing Indonesian Traditional Games through an Interactive Multiplayer Table Game - Gobak Sodor Emanuel Pratalaharja; Bayu Dirgantoro
Journal of Games, Game Art, and Gamification Vol. 6 No. 1 (2021)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v6i1.7324

Abstract

Nowadays, many people have left their country’s traditions and cultures due to advancement of technologies. Indonesia is rich in diversity, also its traditional games that are an inseparable part of Indonesian culture that should be preserved. Traditional games are almost unknown and abandoned as children lack early knowledge because parents and teachers disregard their important role in teaching these games to children. Traditional games are not up- to-date and are replaced by modern and digital games. Moreover, children nowadays have less free time and are physically less active. Additionally, there are less fields to play nowadays. This project aims to re-introduce Indonesian traditional games by creating an interactive multiplayer table game about Gobak Sodor for Indonesian children from Generation Z, especially those around 9-12 years old. It also aims to overcome misconceptions that traditional games are not fun and increase interest on traditional games. The research methodology was done through literature studies, qualitative methods including site visits and in-depth interviews. Overall, the game can be a fun playing experience that can be played in limited space and time to re-introduce traditional games to children and encourage them to preserve Indonesian culture.
Evaluation of User Experience in Translator Applications (Banjar-Indonesian and Indonesian-Banjar) Based on Mobile Augmented Reality Technology using the UX Honeycomb Method Aulia Akhrian Syahidi; Herman Tolle
Journal of Games, Game Art, and Gamification Vol. 6 No. 1 (2021)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v6i1.7430

Abstract

The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.
Performance Comparison of Text Based Game Prototypes Using GTmetrix Ida Bagus Kerthyayana Manuaba
Journal of Games, Game Art, and Gamification Vol. 6 No. 1 (2021)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v6i1.7482

Abstract

Access to the internet and the advanced of technology allow people to experience in playing a game, not limited to their game console or through a PC, but also through their gadget like mobile-phones. Based on our initial study, a text-based game prototype has shown its potentiality as an alternative media to enhance youth literacy. The prototype has been developed in web-based platform that allow users to play this game through their mobile-phone. This paper describes an extend study to explore on how well the performance of text- based game prototype, when it was run online through a mobile device. For this purpose, a testing tool, named “GTmetrix” is used to review the performance of mobile device that run two different text-based game prototype platforms, which are Quest and Ink Platforms. For further comparison, this paper also included additional test scenario to see the performance of these two prototype platforms through a desktop device. These testing was conducted through different mobile network speeds (2G/3G/4G). Two different test approaches, PageSpeed and YSlow, were used to analyze the performance. Based on the results, it can be concluded that both prototype platforms are still compatible to be played through mobile devices, with Ink platform perform slightly better compare to the Quest platform in several test setting.
The "Awal Mula Peh Cun di Tangerang": An Animated Film about Acculturation of Chinese Culture Fort in Tangerang Dewi Isma Aryani; Krisanti Fransissca Ribenty Setiawan; I Nyoman Natanael
Journal of Games, Game Art, and Gamification Vol. 6 No. 1 (2021)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v6i1.7503

Abstract

The Peh Cun tradition is an Indonesian tradition that is acculturated with Chinese culture. The celebration of the Peh Cun tradition in Tangerang City is one of the oldest Peh Cun celebrations in Indonesia. In the celebration of Peh Cun there are many activities carried out such as: prayer, dragon boat race, eating Bacang, and also the people's market. The purpose of this design is to participate in preserving and introducing the Peh Cun tradition of the Chinese Benteng community in Tangerang to the Indonesian people with an age range of 7-20 years through the medium of short animated films. The benefits of this design are expected to increase public knowledge about one of the acculturation cultures that exist in Indonesia so that this culture remains sustainable. The design of the short animated film is carried out in a two-dimensional style suitable for cartoon type films so that it can be enjoyed by various ages, and the distribution of this short film is carried out through social media such as Instagram and Youtube as an educational function.

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