Serious games or applied games are digital games applied in serious fields such as education, advertising, health, business, and the military. Currently, serious game development is mostly based on the Game Development Life Cycle (GDLC) approach. A serious game is a game product with unique characteristics that require a particular approach to its development. This paper proposes a serious game development model adapted from the Game-Based Learning Foundation. This paper’s main contribution is to enhance knowledge in the game development field and game-related application research. The proposed model was validated using the relativism approach and it was used to develop several game prototypes for universities, national companies, and the military.
This study describes the educational game "The Indonesian Tribes" as multimedia application to facilitate the learning activities for the students in kindergarten. This multimedia application is designed to help the students to recognize the several tribes and cultures in Indonesia such as the traditional clothes, houses, dances, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to detect the external trigger such as speech and gesture (motion) recognition that will encourage the students' enthusiasm in playing and learning activities. It is in line with their characteristics who love to play and learn with their own imagination. This game education is also completed with audiovisual animations in various contents, and interactive nature with a simple English descriptions and instructions.
Keywords: Student Centered Learning, Computer Networks, E-quiz, Cloud, GameABSTRAK: Saat ini proses pengajaran dan pembelajaran tidak harus bergaya konvensional dimana dosen menerangkan di depan kelas, dan mahasiswa mendengarkan di mejanya masingmasing. Melalui perkembangan teknologi pendidikan diperkenalkan berbagai metode baru yang dapat mengoptimalkan tingkat penyerapan ilmu di kelas maupun di luar kelas, sekaligus interaktif dan menyenangkan. Salah satunya adalah Pembelajaran berpusat pada siswa (SCL). Pada mata kuliah Jaringan Komputer di Politeknik Telkom, metode SCL diimplementasikan dengan memadukan e-quiz, cloud based sharing files, token game dan membagi sesi pengajaran di kelas menjadi 1 jam diskusi dan 1 jam pembahasan oleh dosen. Perpaduan metode ini menjadikan pembelajaran Jaringan Komputer menjadi lebih efektif, interaktif, dan menyenangkan.
This study is aimed at describing the educational game "The Indonesian Tribes" as multimedia application in the learning activities for the students in kindergarten. This multimedia application is designed to facilitate the students in order to improve their knowledge of tribes and cultures in Indonesia such as the traditional clothes, houses, dances in Indonesia, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to detect the external trigger such as speech and gesture recognition that will further encourage the liveliness; children are play while learning. It is in line with the characteristics of the kindergarten students who love to play and learn in their own imagination. The game is also completed with audio-visual animations in various contents, and interactive nature in terms of playing and learning activities with a simple description and instruction of the English language. The use of interactive contents in this application enables them to have some senses owned better and more effective, such as the senses of sight, hearing, and motorist functions. Also for teachers, it can increase the teaching creativity and create a good atmosphere of learning. In other words, this educational game can enrich the way children understand the essence of learning through playing.
Arrhythmia is an irregular heartbeat that may cause serious problems such as cardiac arrest and heart failure if left untreated. A dozen of studies have been conducted to make an automated arrhythmia detector. The classification approach uses a simple rule-based model, traditional machine learning, to a modern deep-learning technique. However, comparing an arrhythmia classifier performance is not an easy task. There are several different datasets, classification standards, data splitting schemes, and metrics. To assess the real performance of the developed models, it is important to train and evaluate the model in a standardized method such as the result score can become standard too. In this study, a set of CNN models from Acharya were re-implemented by retraining and re-evaluating it in a more standardized method. The model uses a raw ECG waveform with 260 samples around the QRS peaks and classifies it into five arrhythmia classes. The experiment was conducted using three configurations, using both intra-patient and inter-patient schemes. The experimental results show good performance for the intra-patient scheme but not for the inter-patient. There is a reduction of sensitivity and precision in the intra-patient scheme using a standardized method in this study compared to the original paper. This result indicates biased results caused by the oversampled test data in the original paper. In addition to the intrapatient result, the inter-patient result is also provided for a standardized comparison to other works in the future.
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