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Action Recognition System Using Finite State Machine for Support of Adaptive Reward System in an Elementary Student Education Game View project
All content following this page was uploaded by Hanny Haryanto on 15 February 2020.
Abstract— Experience design is a vital factor in improving being used in pre-school education to engage the students in
course material understanding in educational game design. In learning activity [8] and also in elementary school [9]. For
Role-Playing Game (RPG) educational games, the activity is one more advanced topics in higher education, EGDA provides an
of the main elements in shaping the experience. However, the approach of game-based learning to teach procedural
absence of a model for activity design in educational RPG causes knowledge in healthcare education [10], and Braghirolli et al.
the resulting activities to be poorly conceived and lack of [11] concluded that the use of educational games as an
synchronization between gaming and educational principles. introductory activity for the first-year undergraduate in
This paper discusses the design of an activity-based scenario,
industrial engineering can provide the motivation to learn. A
where the scenario is a collection of activities. Intelligent
role-playing game (RPG) is a genre that offers practical
scenario directs in-game activity using dynamic rewards whose
behavior is regulated using artificial intelligence with the Finite
experience and has significant cognitive aspects for its
State Machine method. Then the resulting behavior is grouped players, so it is appropriately used as a learning medium that
into activity based on Appreciative Learning concept. emphasizes the cognitive aspect [12]. Therefore, RPG has
Appreciative Learning is a concept in learning that focuses on been used for many educational game projects and research
positivity and an optimistic future. This concept consists of four that have a lot of concept and theory in its educational content,
stages, namely Discovery, Dream, Design, and Destiny. The such as fractional concept in mathematics [13], nurse training
intelligent scenario in this study is part of the Adaptive RPG For [14], Architecture Trade-off Analysis Method (ATAM) [15]
Education project, which contributes to the design of adaptive and problem-solving strategies [16]. In the actual teaching-
scenarios. Intelligent scenario produces an immersive learning process, teacher as a key figure in the process is
experience in the form of activities with rewards that are believing that video game has the potential to draw students’
conceptualized and synchronized between gaming and attention to the educational material, but has yet to believe that
educational principles. it can be used as the main tools in the teaching-learning
process [17]. The role of education games in most of the
Keywords— immersive activities, educational game, role- research is to be a motivator for the learner, therefore only few
playing game, appreciative learning, artificial intelligence that use the games as the primary learning tool in the teaching-
I. INTRODUCTION learning process.
The rise of digital distribution platform, enhanced by Using games as the primary learning tool in the teaching-
mobile and internet technology, and cross-platform game learning process is difficult because of the differences
engines, has been the driving factors in video games between game and teaching-learning process concept in
popularity and also change the way we use games. Aside from general. In the teaching-learning process, learning outcomes
pure entertainment, games are being used for more serious are usually well-defined and an indicator of learning success.
purposes, such as education. In recent years, games are While in games, the results can be very varied and very
playing an increasing role as educational tools and have been flexible. Opportunities to bridge the differences are in the
an interesting subject for many researchers. The use and Flow Experience or Zone of Proximal Development [18].
research of educational video game ranged in the varied field Flow Experience is the balance between frustration and
in education. Huang et al. [1] developed the serious game boredom related with player’s skill and game difficulty.
framework for Taiwanese indigenous cultural heritage Figure 1 gives an overview of the differences that occur and
education, and Antoniou et al. [2] also has an attempt to design the similarities between the games and the teaching-learning
games for various cultural heritages in Greece. Setiawan et al. process.
[3] using the Augmented Reality based game for the According to [19], immersive experience is one of the
traditional game education of Gobak Sodor in Indonesia. main characteristics of Flow Experience. Immersive
Games could facilitate experiential learning that can be useful experience can be divided into three forms: sensory,
in entrepreneurship education [4] and provide motivation for challenge-based, and imaginative immersion [20]. Rapid
learning programming language [5]. Computer science development in Virtual Reality (VR) technology encouraged
education seems to be very benefited from the use of games, many educational games research and projects that focused on
such as Hour of Code (https://code.org/), CodeCombat sensory immersion or spatial immersion [21], such as Benthix
(https://codecombat.com/), PlayIT for teaching programming VR, a Virtual Reality based educational game to preserve the
concept [6], the SpITKom project that offer game-based traditional game in Indonesia [22], Basketball shooting
learning design for computer science education [7]. Games are
TABLE I. ACTIVITIES RELATED TO CHALLENGE-BASED AND TABLE III. MAPPING FROM CONDITIONS TO TRANSITIONS
IMAGINATIVE IMMERSION
Conditions Transitions
Type of immersion Activities Found the new area TI1
Imaginative Explore the town or safe area Has no quest yet TI2
Interact with NPCs Got the quest TI3
Interact with objects Completed the quest TI4
Find objectives
Fulfilled the requirement TI5
Choose objectives
Objectives have been set TC0
Challenge-based Explore dungeon & battle
Resources not enough yet TC1
Gather resources
Develop objectives Won battle TC2
Complete objectives Has enough resources TC3
Get rewards Objectives have been developed TC4
Rewards requirement completed TC5
3. TI2
I1 I2
Condition A TI1
Activity 1 Activity 2
I3 I4
TI3
Condition B TI4
TI1
TI5
Fig. 3. Finite State Machine model to control activities