(PANDEMIC Covid-19): A Shooter Game for Education - the Impact Measurement of War Games on Virus Eradication Lessons for Students

Angga Wahyu Wibowo, Aisyatul Karima, Afandi Nur Aziz Thohari, Kuwat Santoso, E. Sato-Shimokawara
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Abstract

(PANDEMIC Covid-19) is an educational shooter game inspired by the Covid-19 pandemic which occurred from the end of 2019 until early 2022. There are 2 game modes, namely Third-Person Shooter, or TPS, and First-Person Shooter, or FPS. This study was carried out to highlight the absence of a shooter genre game used in the student learning process. The research methodology in the development of this game applied the pressman method, and the stages include planning, analysis, game development and artificial intelligence, implementation, as well as  evaluation. Furthermore, the testing phase used software testing techniques based on the ISO 9126 standard and involved a total of 100 participants. The age range was between 17 and 20 years, while the participants' gender percentages were 55% male and 45% female. Some of the factors tested include functionality, reliability, portability, usability, efficiency, and maintainability. There were 2 choices only in this test, i.e. agree and disagree. The functionality factor had an agreed rate of 85%; reliability 79%, portability 86%, usability 83%, efficiency 79%, and maintainability 87%. Therefore, it was concluded that this game is suitable for use in student learning in the shooter genre. Furthermore, this research was inspired because shooter games have not been developed for the student learning process. This game genre is currently used for hobbies and for profit by developers and professional players. Further research should develop game levels, enable features to play online together with other users, and should be extended to Android and IOS. 
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(Covid-19大流行):教育射击游戏——战争游戏对学生根除病毒课程的影响评估
(PANDEMIC Covid-19)是一款受2019年底至2022年初发生的Covid-19大流行启发的教育射击游戏。有两种游戏模式,即第三人称射击(TPS)和第一人称射击(FPS)。这项研究是为了强调在学生学习过程中缺乏射击类游戏。本游戏开发的研究方法采用了pressman方法,分为策划、分析、游戏开发与人工智能、实施、评估四个阶段。此外,测试阶段使用了基于ISO 9126标准的软件测试技术,总共涉及100名参与者。年龄范围在17岁到20岁之间,参与者的性别比例为55%男性和45%女性。测试的一些因素包括功能、可靠性、可移植性、可用性、效率和可维护性。在这个测试中只有两个选择,即同意和不同意。功能性因子的商定率为85%;可靠性79%,可移植性86%,可用性83%,效率79%,可维护性87%。因此,这款游戏是适合学生学习的射击类游戏。此外,这项研究之所以受到启发,是因为射击游戏并不是为学生的学习过程而开发的。这种游戏类型目前被开发者和专业玩家用于业余爱好和盈利。进一步的研究应该开发游戏关卡,支持与其他用户一起在线游戏的功能,并将其扩展到Android和IOS。
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来源期刊
JOIV International Journal on Informatics Visualization
JOIV International Journal on Informatics Visualization Decision Sciences-Information Systems and Management
CiteScore
1.40
自引率
0.00%
发文量
100
审稿时长
16 weeks
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