A Javan hawk-eagle conservation organization, Yayasan Konservasi Elang Indonesia, is struggling with its marketing & publication activities. The organization then uses a board game to help their conservation works. There are educational and conservative purposes embedded in the game design to be a formal framework to overcome the challenge. Using a board game as a conservation tool engages the players and deepens their understanding of the topic, Javan hawk-eagle. The process we use to develop the framework includes mapping the learning objectives to the game component and actions, board game design steps, and implementation and production of the board game. We then compare the cognitive aspect of the educational goal in a pre-test and post-test of the learners.
{"title":"Board Game Design for Conservation Organization","authors":"Ardiawan Bagus Harisa, Zahrotul Umami, Filmada Ocky Saputra","doi":"10.21512/jggag.v7i1.8006","DOIUrl":"https://doi.org/10.21512/jggag.v7i1.8006","url":null,"abstract":"A Javan hawk-eagle conservation organization, Yayasan Konservasi Elang Indonesia, is struggling with its marketing & publication activities. The organization then uses a board game to help their conservation works. There are educational and conservative purposes embedded in the game design to be a formal framework to overcome the challenge. Using a board game as a conservation tool engages the players and deepens their understanding of the topic, Javan hawk-eagle. The process we use to develop the framework includes mapping the learning objectives to the game component and actions, board game design steps, and implementation and production of the board game. We then compare the cognitive aspect of the educational goal in a pre-test and post-test of the learners.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123105147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-06-30DOI: 10.21512/jggag.v7i1.7926
Meghashree Uppalike
The term gamification is becoming more critical in virtual games and academia, and the economy. Gamification is described as the use of game elements in non-gaming areas such as companies. The purpose of this study is to find out how much gamification can be used in HR. The paper is divided into three parts. First, let's take a closer look at the concept of HR gamification, followed by a theoretical explanation. Later, the document describes the methodology, results, and conclusions used in the study.
{"title":"Gamification Impact on Human Aspects of the Organization","authors":"Meghashree Uppalike","doi":"10.21512/jggag.v7i1.7926","DOIUrl":"https://doi.org/10.21512/jggag.v7i1.7926","url":null,"abstract":"The term gamification is becoming more critical in virtual games and academia, and the economy. Gamification is described as the use of game elements in non-gaming areas such as companies. The purpose of this study is to find out how much gamification can be used in HR. The paper is divided into three parts. First, let's take a closer look at the concept of HR gamification, followed by a theoretical explanation. Later, the document describes the methodology, results, and conclusions used in the study. \u0000 ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122064901","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-01-01DOI: 10.21512/jggag.v6i2.7745
Darius Andana Haris, Jeanny Pragantha, Carmello Fabrian Husen
“Full Metal Parabellum” is a three-dimensional rail shooter game for smartphone with an Android Operating System. This game was created using Unity 3D game engine for Android platform. In this game, player will have to defeat all enemies in every stages. Player can move the in-game camera and aim by moving the smartphone around. This game is tested by black box testing, alpha testing, and beta testing with a survey distributed to 30 respondents. The survey shows that Full Metal Parabellum is a fun game that easy to play, and the gyroscope feature that was implemented in this game is working as planned.
《Full Metal Parabellum》是一款基于Android操作系统的智能手机三维轨道射击游戏。这款游戏是在Android平台上使用Unity 3D游戏引擎制作的。在这款游戏中,玩家必须在每个阶段击败所有敌人。玩家可以通过移动智能手机来移动游戏中的摄像头和瞄准目标。这款游戏通过黑盒测试、alpha测试和beta测试进行测试,调查对象为30人。调查显示,《Full Metal Parabellum》是一款有趣且易于上手的游戏,游戏中所执行的陀螺仪功能也正按计划运行。
{"title":"Gyroscope Implementation in Arcade Shooter Game “Full Metal Parabellum”","authors":"Darius Andana Haris, Jeanny Pragantha, Carmello Fabrian Husen","doi":"10.21512/jggag.v6i2.7745","DOIUrl":"https://doi.org/10.21512/jggag.v6i2.7745","url":null,"abstract":"“Full Metal Parabellum” is a three-dimensional rail shooter game for smartphone with an Android Operating System. This game was created using Unity 3D game engine for Android platform. In this game, player will have to defeat all enemies in every stages. Player can move the in-game camera and aim by moving the smartphone around. This game is tested by black box testing, alpha testing, and beta testing with a survey distributed to 30 respondents. The survey shows that Full Metal Parabellum is a fun game that easy to play, and the gyroscope feature that was implemented in this game is working as planned.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116768791","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-31DOI: 10.21512/jggag.v6i2.7398
Hanny Haryanto, Ardiawan Bagus Harisa, I. Gamayanto
Game replayability is very important in serious game to maximize the understanding for the learning content. The replayability is the result from the gameplay experience. Games have the advantage of providing a fun experience, and immersion is a vital element in game design to produce the experience. However, the design of immersion in games is often not well conceptualized so that it does not produce the expected experience. This study uses Appreciative Learning based reward system, which focuses on positive things such as peak achievements, opportunities, exploration of potential and optimism for the future. The reward activity consists of four stages, namely Discovery, Dream, Design and Destiny. Reward personalization is done by regulating reward behavior using artificial intelligence which runs in all four stages. Appreciative Learning will be used to design immersive experiences consisting of sensory, imaginary and challenge-based immersion, which are the three main elements of immersive games. Intelligent agent behavior is modeled using the Finite State Machine. This study produces an immersive reward design that is applied to the concept of Appreciative Learning in designing a serious game.
{"title":"Appreciative Learning for Immersive Reward System in Education Game Development","authors":"Hanny Haryanto, Ardiawan Bagus Harisa, I. Gamayanto","doi":"10.21512/jggag.v6i2.7398","DOIUrl":"https://doi.org/10.21512/jggag.v6i2.7398","url":null,"abstract":"Game replayability is very important in serious game to maximize the understanding for the learning content. The replayability is the result from the gameplay experience. Games have the advantage of providing a fun experience, and immersion is a vital element in game design to produce the experience. However, the design of immersion in games is often not well conceptualized so that it does not produce the expected experience. This study uses Appreciative Learning based reward system, which focuses on positive things such as peak achievements, opportunities, exploration of potential and optimism for the future. The reward activity consists of four stages, namely Discovery, Dream, Design and Destiny. Reward personalization is done by regulating reward behavior using artificial intelligence which runs in all four stages. Appreciative Learning will be used to design immersive experiences consisting of sensory, imaginary and challenge-based immersion, which are the three main elements of immersive games. Intelligent agent behavior is modeled using the Finite State Machine. This study produces an immersive reward design that is applied to the concept of Appreciative Learning in designing a serious game.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"217 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121475937","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-31DOI: 10.21512/jggag.v6i2.7922
Andre Andre
Wayang is considered a cultural heritage that has been passed down from generation to generation in Indonesia. However, the younger generation known as digital natives shows a lack of motivation and interest in Wayang. Therefore, it became an important matter to introduce traditional Wayang to younger audiences in engaging formats. This paper proposes an adaptation of the multiplayer online battle arena or known as MOBA. This type of multiplayer game for the mobile market is gaining high popularity among the young generation because it embraces quick-paced, strategic, and intense battle scenes. We called our game "Wayang Tarung" or "Wayang Battle" in English. Furthermore, the game has several features supporting the narrative of wayang characters, such as simple digital motion comics and character briefing between loading screens. A mechanic-dynamic-aesthetic framework (MDA) is used as a guideline to assure the game has engaging gameplay. Since the game runs asymmetrically, the starting condition for both players must be considered. Therefore, we also apply a game balancing strategy to ensure that each Wayang character has weak and strong points. In addition, we were adapting artificial intelligence from the Clash Royale game to dictate autonomous character behavior. The implementation of the Wayang Tarung game has been evaluated using a heuristic testing method adapted from the norman Nielsen heuristic usability. We also conducted a direct observation in a controlled-lab condition and gathered the data using a pre-post test that evaluated player knowledge of Wayang's character. Based on the excellent mark pre-post test result, we believe that adopting the multiplayer game platform in introducing wayang characters to the young generation has enriched prominent to explore further.
{"title":"Adoption of Multiplayer Online Battle Arena to Introduce Wayang Character","authors":"Andre Andre","doi":"10.21512/jggag.v6i2.7922","DOIUrl":"https://doi.org/10.21512/jggag.v6i2.7922","url":null,"abstract":"Wayang is considered a cultural heritage that has been passed down from generation to generation in Indonesia. However, the younger generation known as digital natives shows a lack of motivation and interest in Wayang. Therefore, it became an important matter to introduce traditional Wayang to younger audiences in engaging formats. This paper proposes an adaptation of the multiplayer online battle arena or known as MOBA. This type of multiplayer game for the mobile market is gaining high popularity among the young generation because it embraces quick-paced, strategic, and intense battle scenes. We called our game \"Wayang Tarung\" or \"Wayang Battle\" in English. Furthermore, the game has several features supporting the narrative of wayang characters, such as simple digital motion comics and character briefing between loading screens. A mechanic-dynamic-aesthetic framework (MDA) is used as a guideline to assure the game has engaging gameplay. Since the game runs asymmetrically, the starting condition for both players must be considered. Therefore, we also apply a game balancing strategy to ensure that each Wayang character has weak and strong points. In addition, we were adapting artificial intelligence from the Clash Royale game to dictate autonomous character behavior. The implementation of the Wayang Tarung game has been evaluated using a heuristic testing method adapted from the norman Nielsen heuristic usability. We also conducted a direct observation in a controlled-lab condition and gathered the data using a pre-post test that evaluated player knowledge of Wayang's character. Based on the excellent mark pre-post test result, we believe that adopting the multiplayer game platform in introducing wayang characters to the young generation has enriched prominent to explore further.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124361348","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-31DOI: 10.21512/jggag.v6i2.7891
Matheus José Machado Dutra
This research explored the topic of lifestyle in the ambit of gaming. A total of 711 valid respondents from 67 countries took part in a questionnaire designed to gather information about the Gaming Lifestyle (GLS). The objective was to identify what game-related practices, habits, attitudes, and beliefs characterized this way of living. The exploratory factor analysis was employed to uncover underlying factors that could answer this question. Results pointed that Six Factors influence the GLS: competition, media, microtransactions, marketing and communication, socialization, and enjoyment. This paper contributes to the field of game studies by deepening our understanding of how gamers are impacted by in-game and out-game daily experiences.
{"title":"What is the Gaming Lifestyle?","authors":"Matheus José Machado Dutra","doi":"10.21512/jggag.v6i2.7891","DOIUrl":"https://doi.org/10.21512/jggag.v6i2.7891","url":null,"abstract":"This research explored the topic of lifestyle in the ambit of gaming. A total of 711 valid respondents from 67 countries took part in a questionnaire designed to gather information about the Gaming Lifestyle (GLS). The objective was to identify what game-related practices, habits, attitudes, and beliefs characterized this way of living. The exploratory factor analysis was employed to uncover underlying factors that could answer this question. Results pointed that Six Factors influence the GLS: competition, media, microtransactions, marketing and communication, socialization, and enjoyment. This paper contributes to the field of game studies by deepening our understanding of how gamers are impacted by in-game and out-game daily experiences.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114403569","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-19DOI: 10.21512/jggag.v6i1.7503
D. Aryani, Krisanti Fransissca Ribenty Setiawan, I. N. Natanael
The Peh Cun tradition is an Indonesian tradition that is acculturated with Chinese culture. The celebration of the Peh Cun tradition in Tangerang City is one of the oldest Peh Cun celebrations in Indonesia. In the celebration of Peh Cun there are many activities carried out such as: prayer, dragon boat race, eating Bacang, and also the people's market. The purpose of this design is to participate in preserving and introducing the Peh Cun tradition of the Chinese Benteng community in Tangerang to the Indonesian people with an age range of 7-20 years through the medium of short animated films. The benefits of this design are expected to increase public knowledge about one of the acculturation cultures that exist in Indonesia so that this culture remains sustainable. The design of the short animated film is carried out in a two-dimensional style suitable for cartoon type films so that it can be enjoyed by various ages, and the distribution of this short film is carried out through social media such as Instagram and Youtube as an educational function.
{"title":"The \"Awal Mula Peh Cun di Tangerang\": An Animated Film about Acculturation of Chinese Culture Fort in Tangerang","authors":"D. Aryani, Krisanti Fransissca Ribenty Setiawan, I. N. Natanael","doi":"10.21512/jggag.v6i1.7503","DOIUrl":"https://doi.org/10.21512/jggag.v6i1.7503","url":null,"abstract":"The Peh Cun tradition is an Indonesian tradition that is acculturated with Chinese culture. The celebration of the Peh Cun tradition in Tangerang City is one of the oldest Peh Cun celebrations in Indonesia. In the celebration of Peh Cun there are many activities carried out such as: prayer, dragon boat race, eating Bacang, and also the people's market. The purpose of this design is to participate in preserving and introducing the Peh Cun tradition of the Chinese Benteng community in Tangerang to the Indonesian people with an age range of 7-20 years through the medium of short animated films. The benefits of this design are expected to increase public knowledge about one of the acculturation cultures that exist in Indonesia so that this culture remains sustainable. The design of the short animated film is carried out in a two-dimensional style suitable for cartoon type films so that it can be enjoyed by various ages, and the distribution of this short film is carried out through social media such as Instagram and Youtube as an educational function. ","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121035507","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-19DOI: 10.21512/jggag.v4i1.7460
Melyani Melyani, Y. Heryadi, A. Trisetyarso, Bachtiar Saleh Abbas, W. Suparta, F. Gaol
Computer games have emerged in the past decade as potential media beyond entertainment. Despite its popularity, game accessibility remains a major concern of various researchers. Children population with motor disabilities is a potential target for developing entertainment or therapeutic support games due to their interest to play. This paper presents: (1) a framework for mobile games for children with motor disability using simple hand postures and (2) Xgboost decision tree as a hand posture recognizer (98.48 percent training accuracy and 96.76 percent testing accuracy) as a prototype of hand posture-based commands as assistive technology to interact with games.
{"title":"Framework of Mobile Game Design as an Assistive Technology for Children with Motor Disabilities","authors":"Melyani Melyani, Y. Heryadi, A. Trisetyarso, Bachtiar Saleh Abbas, W. Suparta, F. Gaol","doi":"10.21512/jggag.v4i1.7460","DOIUrl":"https://doi.org/10.21512/jggag.v4i1.7460","url":null,"abstract":"Computer games have emerged in the past decade as potential media beyond entertainment. Despite its popularity, game accessibility remains a major concern of various researchers. Children population with motor disabilities is a potential target for developing entertainment or therapeutic support games due to their interest to play. This paper presents: (1) a framework for mobile games for children with motor disability using simple hand postures and (2) Xgboost decision tree as a hand posture recognizer (98.48 percent training accuracy and 96.76 percent testing accuracy) as a prototype of hand posture-based commands as assistive technology to interact with games.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127180263","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-19DOI: 10.21512/JGGAG.V1I2.7250
Chaidir Ali, Ronald Thiodorus, Ida Bagus Kerthyayana Manuaba
English language is one of many languages which has been used to communicate around the world. In era of global competition, where most people do interaction borderless, language plays an important role as communication tool. However, many people in the countries where English is a second language, where they rarely speak English in daily life, it could cause lack of confidence which is leading them to be left behind in global competition. In forestall this issue, it is important for people to practice English since early stages of education and use it in daily activity. This paper proposes an alternative solution to improve confidence in learning English in fun way. By creating educational game that can be played in daily activity, it is expected could help people, especially young generation, to improve confidence in practicing English.
{"title":"Game Prototype for Daily English Practice","authors":"Chaidir Ali, Ronald Thiodorus, Ida Bagus Kerthyayana Manuaba","doi":"10.21512/JGGAG.V1I2.7250","DOIUrl":"https://doi.org/10.21512/JGGAG.V1I2.7250","url":null,"abstract":"English language is one of many languages which has been used to communicate around the world. In era of global competition, where most people do interaction borderless, language plays an important role as communication tool. However, many people in the countries where English is a second language, where they rarely speak English in daily life, it could cause lack of confidence which is leading them to be left behind in global competition. In forestall this issue, it is important for people to practice English since early stages of education and use it in daily activity. This paper proposes an alternative solution to improve confidence in learning English in fun way. By creating educational game that can be played in daily activity, it is expected could help people, especially young generation, to improve confidence in practicing English.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125625516","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-19DOI: 10.21512/jggag.v5i2.7479
W. Winanti, B. S. Abbas, W. Suparta, Y. Heryadi, F. Gaol
This paper presents a gamification framework for higher education, especially for programming language courses to increase user motivation, pleasure and satisfaction so that learning objectives can be achieved. Although student and lecturer motivation, pleasure, and satisfaction tend to increase compared to conventional techniques, gamification is not a panacea. The success of its application depends on the skill of the lecturer in choosing a game mechanic to give a sense of playing to the learning process in a more interesting way. The technique is done by dividing the class into two parts where one class uses the conventional method and one class uses the gamification method and the results will be evaluated through the assessment results before using the gamification method and after using the gamification method. The framework in this paper adds to the existing framework activities, namely adding in the field of baseline analysis, learning materials and tools used in gamification, where previous papers from three activities have not been discussed in detail. The results obtained turned out that using the gamification technique of student learning outcomes on average 15 to 25 better than using conventional techniques.
{"title":"Gamification Framework for Programming Course in Higher Education","authors":"W. Winanti, B. S. Abbas, W. Suparta, Y. Heryadi, F. Gaol","doi":"10.21512/jggag.v5i2.7479","DOIUrl":"https://doi.org/10.21512/jggag.v5i2.7479","url":null,"abstract":"This paper presents a gamification framework for higher education, especially for programming language courses to increase user motivation, pleasure and satisfaction so that learning objectives can be achieved. Although student and lecturer motivation, pleasure, and satisfaction tend to increase compared to conventional techniques, gamification is not a panacea. The success of its application depends on the skill of the lecturer in choosing a game mechanic to give a sense of playing to the learning process in a more interesting way. The technique is done by dividing the class into two parts where one class uses the conventional method and one class uses the gamification method and the results will be evaluated through the assessment results before using the gamification method and after using the gamification method. The framework in this paper adds to the existing framework activities, namely adding in the field of baseline analysis, learning materials and tools used in gamification, where previous papers from three activities have not been discussed in detail. The results obtained turned out that using the gamification technique of student learning outcomes on average 15 to 25 better than using conventional techniques.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"331 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115972866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}