Search citation statements
Paper Sections
Citation Types
Year Published
Publication Types
Relationship
Authors
Journals
This research objective was to structure a presentation of a Balinese popular folk tale as an educational strategy through a mobile game with easy-to-play gameplay. This study had 3 (three) main objectives: (1) building the Manik Angkeran story, which is the famous folk tale circulating in Balinese society, Indonesia; (2) realizing the Manik Angkeran game that highlights Balinese characteristics; (3) implementing easy-to-play gameplay. In developing the original story of Manik Angkeran, the strategies carried out were: (1) building a new story with the main character, Manik Angkeran; (2) highlighting Balinese characteristics in character design, game background, and background music in fighting scenes; (3) chosing tap-mode game considering the simplicity and efficiency. The result of this study was Manik Angkeran Game with Tap Game genre based on Android. The game requires players to tap on the screen to move Manik Angkeran, with a mission to defeat the enemy/monster to collect gold coins (Pis Bolong Mas). Later, these coins can be used to buy building materials, which will be used to build dormitories (Pesraman). The test results using the BlackBox Testing method showed that the functionality of the navigation buttons and the entire functions of the game were running well as desired. For the results of testing the game on several different screen resolutions, showed that the display of this game was able to adjust on different screen resolutions and the image display remains sharp. This game was also capable to run on a minimum Android device v.3.0 HoneyComb, until the latest version at this time is v.9.0 Pie. Research disclosure starts with the Introduction, which reveals the background and purpose of the study. Furthermore, the discussion swooped over to the research method used. The process of pre-production, production to post-production was he model or technique used in making games. The results revealed the evaluation of the black box to test the readiness of the system.
This research objective was to structure a presentation of a Balinese popular folk tale as an educational strategy through a mobile game with easy-to-play gameplay. This study had 3 (three) main objectives: (1) building the Manik Angkeran story, which is the famous folk tale circulating in Balinese society, Indonesia; (2) realizing the Manik Angkeran game that highlights Balinese characteristics; (3) implementing easy-to-play gameplay. In developing the original story of Manik Angkeran, the strategies carried out were: (1) building a new story with the main character, Manik Angkeran; (2) highlighting Balinese characteristics in character design, game background, and background music in fighting scenes; (3) chosing tap-mode game considering the simplicity and efficiency. The result of this study was Manik Angkeran Game with Tap Game genre based on Android. The game requires players to tap on the screen to move Manik Angkeran, with a mission to defeat the enemy/monster to collect gold coins (Pis Bolong Mas). Later, these coins can be used to buy building materials, which will be used to build dormitories (Pesraman). The test results using the BlackBox Testing method showed that the functionality of the navigation buttons and the entire functions of the game were running well as desired. For the results of testing the game on several different screen resolutions, showed that the display of this game was able to adjust on different screen resolutions and the image display remains sharp. This game was also capable to run on a minimum Android device v.3.0 HoneyComb, until the latest version at this time is v.9.0 Pie. Research disclosure starts with the Introduction, which reveals the background and purpose of the study. Furthermore, the discussion swooped over to the research method used. The process of pre-production, production to post-production was he model or technique used in making games. The results revealed the evaluation of the black box to test the readiness of the system.
The modern student exists in a highly technical and digitally driven educational world. Online delivery of courses and interactions, with the primary purpose of enhancing learning, and access to learning opportunities is becoming almost mainstream. Yet, despite the broad availability of online education courses and systems, the completion rates and levels of student satisfaction with online courses remains comparatively low. Studies have indicated that online students are seeking personal engagement to drive their learning. This project looked at the importance of having a human face at the heart of the online course materials to help develop a more personal level of engagement. The project, carried out between 2016 and 2018, involved a randomized control trial of 84 students, and compared two sets of course materials, for a common course topic, one with human face-based resources, and one without. The results clearly showed a significant increase in student engagement with the human face-based resources, but the learning outcomes, for those who completed, were not significantly different between the two groups.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.