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Contact Name
Dewi Novianti
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jggag@binus.edu
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+62217202222
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jggag@binus.edu
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https://journal.binus.ac.id/index.php/jggag/about/editorialTeam
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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. 8 No. 1 (2023)" : 5 Documents clear
Lego-based Game as a Way to Improve Student’s Physics Education Emannuel Saptaputra; Bayu Dirgantoro; Sebastian Andrew
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.v8i1.9094

Abstract

During the pandemic, most students are having difficulties interacting with one another. Despite being under quarantine for more than two years due to the global pandemic, remote learning has not been an efficient way to continue education. Most of them are struggling with specific subjects during online classes. Furthermore, students have trouble in all their classes, and Physics is the most difficult subject, according to news reports and statistics on education. The results of all the studies and interviews with the qualitative respondents indicate that educational games might improve students' academic performance. As a result, puzzle-game physics was developed to help students.
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.
Educational Game Scenario Model Based On Imperative Game Goal Typology Rickman Roedavan; Yahdi Siradj; Stella Stefany
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.v8i1.9497

Abstract

Educational games are digital products resulting from the application of game-based learning concepts. The main factors forming educational games include combining a learning subject with challenging elements and engaging visualization. Most educational games translate the challenge component of the game in the form of multiple choice quizzes, questions, answers, or puzzle solving. This result causes the mechanical structure of educational games less interesting than the mechanics of entertainment games. This paper proposes a scenario development model for educational games derived from the game goal typology commonly found in entertainment games. This model is expected to be a reference for developing educational game scenarios that can enrich the types of mechanics and increase the engagement of an educational game. The proposed model in the research has been tested on two educational games, both of which received high attractiveness scores of 1.632 and 1.542 respectively on the User Experience Question (UEQ) scale.
Valkyria Chronicles Game and the “Cute” Memory of War Iskandar Zulkarnain; Otniel Joviand Christiandrew
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.v8i1.9744

Abstract

In this article we analyzed digital games as a mode of memory production and preservation especially in the genre of World War II games. Using a Japanese-produced PS3 game, Valkyria Chronicles (2008), we demonstrated the ideological aspects of this type of games in (re)shaping the memory of the World War II through what we called “allegorithmic memory” process. Borrowing from Alexander R. Galloway’s conception of “allegorithm,” we argued that the combination of narrative allegory and gameplay algorithm in Valkyria Chronicles has produced a “cute” perspective on the memory of World War II that is closely tied to the historical role of Japan during the War. Set in an alternate 1930s Europe, the game combined the collective memory of Holocaust with an atypical representation of World War II in its allegorithmic structure. We argued that this combination has produced a double screen memory that attempted to invite a shared affection in dealing with Japanese traumatic memory of World War II. In conclusion, our article demonstrated the capacity of digital games as a culturally-specific site of memory production and preservation offering a complex combination of recycled and new perspective of World War II.
Gaming the Past– Commercial Video Games with historical contexts: Evaluation of the Iranian Lotf Ali Khan Game Mahdi Gheitasi; Joan Arnedo Moreno; Sorin Hermon; Marc Aurel Schnabel
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.v8i1.9874

Abstract

Virtual environments have numerous potentials for assisting the general public in experiencing cultural heritage, complementing current tools and practices centered on tangible goods such as museums, exhibitions, books, and visual content. Video games designed for educational purposes, which are becoming increasingly popular, have emerged as a new method of learning cultural content engagingly. The learning experience's specific goal distinguishes the educational use of video games. There is little doubt that we can learn from video games, but the more difficult questions about who, what, where, why, and how quickly we learn are not easily answered. This study examines the role of commercial video games in history learning and aims to enhance their effectiveness by analyzing their potential and limitations, using strategic planning and network analysis models. Through a case study on the Lotf Ali Khan game, it identifies strategies for improving history education through commercial video games. In this case study, it can be utilized to establish a conceptual framework for current trends in deployments of the past in historically focused video games, as well as a SWOT-ANP analysis to determine the major ways in which historical video games can aid in learning the subject matter under assessment. The data for this case study includes secondary sources and documents, fieldwork, observations, and semi-structured interviews with fifteen participants, as with other case studies (experts and children). Following the results, successful implementation occurs when a video game fully utilizes the following opportunities: antiquarian, monumental, and critical elements; wish story; composite imagination; borrowed authenticity; historical provenance; and legitimacy

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