<p class="0abstract">Color Mix Game is an educational game that introduces the theory of color mixing, which is very important for everyday needs, especially in all areas of visual art such as graphic design and videography. Unfortunately, just a few people know this knowledge. The game has become an interesting and fun learning media for its players. In addition to learning media, games can have positive impacts on the players. Among its effects, it can improve basic mental skills for players, such as alertness, speed thinking ability, and concentration ability. Therefore we are interested to analyze the player behavior in the game to see the improvement of their players' speed thinking ability. To perform this analysis, we collect the data by recording every player activity log during playing the game. Every step was taken by the player along with detailed information such as the time of the attack and the distance of the attack will be stored in the database. By using MySQL, the database of this game is built on PhpMyAdmin application. After collecting data from 10 respondents we asked to play this game 2 times, we get the result that the players experienced a speed increase of thinking as much as 32% in the game.</p>
In this study, we examined the factors in game design that were used by developers to support the interests of mathematics learning. The aim is to overcome the lack of empirical evidence about the impact of factors in the game on learning outcomes, identify how the design of in-game activities affects learning, and develop an overview of general recommendations for designing mathematics education games. This study tries to illustrate the impact of game design factors in mathematics education games on the objectives and results of game-based learning.
AbstrakBanyak dikalangan masyarakat umum yang belum memahami dan mengetahui pengetahuan tentang konsep pencempuran warna, yang mana konsep ini sangat berguna dan bermanfaat bagi kebutuhan hidup sehari-hari. Mengetahui konsep pencampuran warna, akan sangat membantu kebutuhan kita di bidang seni grafik visual, seperti desain produk, membuat lukisan, atau bahkan dalam pembuatan suatu video. Maka dari itu, penyusun mencoba membuat game berbasis Android yang memperkenalkan teori pencampuran warna sebagai sarana edukasi yang menarik untuk semua umur.Dalam membangun game ini peneliti menerapkan Algoritma "Fisher Yates" untuk melakukan pengacakan spawn object musuh agar tidak terjadi pengulangan data di setiap pengacakan spawn object musuh. Game ini memperkenalkan pengetahuan tentang konsep Teori Brewster, yaitu teori yang menggolongkan warna pada 4 golongan warna. Keempat golongan warna tersebut adalah warna primer, sekunder, tersier, dan netral. Pemain dituntut untuk berpacu mendapatkan skor tertinggi dalam game ini. Sistem game ini akan menyimpan skor tertinggi yang pernah diraih oleh pemain untuk ditampilkan ketika permainan selesai. Apabila pemain mendapatkan nilai yang lebih tinggi dari skor tertinggi yang telah tersimpan, maka sistem akan mengganti skor tertinggi dengan skor yang baru. AbstractMany among the general public who do not understand and know the knowledge of the concept of color mixing, in which the concept is very useful and beneficial for the needs of daily life. Knowing the concept of color mixing, it is helpful to our needs in the field of visual graphic arts, such as product design, painting, or even the creation of a video. Therefore, the author tries to make Android-based game that introduced the theory of color mixing as a means of education of interest to all ages.In building this game researchers applied the algorithm "Fisher Yates" to do scrambling spawn enemy object in order to avoid repetition of data in each randomization spawn enemy object. This game introduces the concept of knowledge about Brewster's theory, the theory that classifies color in 4 color groups. Fourfold colors are primary colors, secondary colors, tertiary colors, and neutral colors. Players are required to competite to get the highest score in this game. The game system will save the highest score ever achieved by a player to be shown when the game is over. If the player gets a higher value than the highest score that has been stored, the system will replace the highest score by a new score.
Mathematics is one of the subjects that is often considered difficult and boring for students. This is evidenced by the poor scores obtained by the students. One of the chapters that are considered difficult is the geometry chapter, especially on the topic of combined two-dimensional figures studied by students at the Vocational High School (SMK) level. Spatial skills are needed for students to be able to solve combined two-dimensional figures questions, which to learn will be very difficult without using assisted learning media. While the learning so far is still using the conventional learning approach which is considered boring for students. This is due to the absence of learning media that is fun and can be easily accessed by students. This study tries to present a solution to this problem in the form of a mobile-based educational digital game design that can be accessed by all students. This digital educational game is called Geometry. This study uses Research & Development (R&D) combined with the Agile-Extreme Programming method to develop this educational digital game. Tests were carried out using an expert validation approach to game prototypes. This study uses a questionnaire that adapts the Computer System Usability Questionnaire (CSUQ) to assess the usability aspect of the game system built. Meanwhile, to assess this game from the point of view of educational media, this study used an evaluation questionnaire of material experts and media experts. The development process occurs in 3 iterations of development which includes the ideation, conceptualization, and prototyping stages. The results obtained from the assessment of material experts are 88.9% in the aspect of material suitability, and 85.7% in the suitability aspect of learning evaluation. While the results of the assessment obtained from media experts were 77.1% on the software engineering aspect, 76.3% on the visual design aspect, 80% on the media design aspect, and 77.6% on the system usability aspect (CSUQ).
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