The real data support the “seriousness” of the serious game and give more authentic situations, which can make players feel immersed in scenarios, and gain a real experience. Therefore, the modeler must be able to recognize whether a model reflects reality to identify and deal with divergences between theory and data. In this paper, we present a model for design a basis of immersive in serious games. The studied case is the tillage using a moldboard plow, by taking real data through an experiment use a device called soil bin. It aims to determine the effect of angle, depth, and speed on the soil porosity; by comparing the value of the smallest error using the polynomial function of the use of different orders. The result of an average smallest error with the polynomial approach is 1.10E-07 in the 3rd order, closer to the experimental value. Therefore, the model can be used for designing immersive serious game.
In most cases, problems that increase player involvement in immersive serious games do so by combining fun elements with a specific purpose. Previous studies have produced models of soil porosity and plow force that use the speed of plowing, the angle of the plow's eye, and the depth of the plow as the basis for a design strategy in immersion serious games. However, these studies have not been able to show the optimal strategy of engagement of the player in the game. In the domain of serious game concept learning, strategies can be formed based on real conditions or data from experimental results. In a serious game, the aim is to increase the player's knowledge so that the player gains knowledge by coming up with strategies to play the game.This research aims to increase the engagement of players by means of multi-objective optimization based on Pareto optima, with the objectivity of soil porosity and plow force that is affected by the speed of plowing, the angle of the plow's eye, and the depth of the plow. The results of this optimization are used as a basis for the design of strategies in a serious game in the form of Hierarchy Finite State Machine (HFSM). From the results of the study, it was found that there is an optimal area for the game strategy that is also an indicator of how to successfully process the soil tillage using a moldboard plow.
Kemajuan ilmu pengetahuan dan teknologi turut mempengaruhi kemajuan dan perkembangan di berbagai bidang termasuk pendidikan. Guru harus mampu menciptakan pembelajaran yang menarik dan berpotensi menciptakan semangat belajar siswa. Berdasarkan hasil identifikasi awal kepada salah satu dewan guru SMA Muhammadiyah 3 Surabaya, diketahui bahwa salah satu permasalahan yang dihadapi guru saat ini adalah kesulitan untuk menyediakan media pembelajaran yang efektif. Hal tersebut dapat terwujud di antaranya melalui penggunaan video animasi dalam pembelajaran. Media pembelajaran merupakan bagian terpenting dalam pelaksanaan kegiatan evaluasi pembelajaran. Media video animasi merupakan suatu inovasi agar kegiatan belajar mengajar menjadi efektif. Tujuan dari kegiatan pengabdian kepada masyarakat ini adalah untuk mengetahui proses pengembangan media pembelajaran video animasi, kelayakan media, dan respons siswa terhadap media pembelajaran video animasi serta dapat meningkatkan penjualan. Hasil yang diperoleh dari pelaksanaan pengabdian kepada masyarakat ini yaitu media pembelajaran video animasi layak digunakan sebagai alternatif media pembelajaran sehingga akan lebih efektif dan bisa menaikkan penjualan.
Seorang tenaga pendidik harus memiliki kompetensi karena seorang tenaga pendidik memiliki kewajiban untuk mencerdaskan anak bangsa, bukan hanya cerdas secara fisik tetapi secara emosional juga. Sehingga tugas tenaga pendidik adalah mendidik bukan hanya mengajar, karena mendidik memilki makna yang lebih luas dan lebih kompleks dari pada mengajar. Lembaga Muslimat NU Surabaya merupakan salah satu pilar yang menunjang pendidikan dengan memberikan tenaga pendidik yang professional. Program kegiatan Masyarakat (PkM) kali ini adalah melaksanakan peningkatan kompetensi tenaga pendidik Muslimat NU Surabaya melalui aplikasi FIlmora untuk menunjang Kegiatan Belajar Mengajar (KBM). Adapun metode yang digunakan adalah: ceramah, diskusi, dan praktek/latihan melakukan pendokumentasian KBM menggunakan Filmora. Setelah dilakukan PkM diharapkan dapat menumbuhkan motivasi besar dari para tenaga pendidik ditengah beragam kesulitan yang mereka hadapi untuk dapat menguasai TIK bagi proses belajar mengajar di kelas.. Tumbuh motivasi besar dari para tenaga pendidik ditengah beragam kesulitan yang mereka hadapi untuk dapat menguasai TIK bagi proses belajar mengajar di kelas. Adapun lima indikator yang dijadikan indikator kualitas pembelajaran adalah: suasana pembelajaran; kemampuan tim PkM dalam menyampaikan pelajaran; penyajian materi; pembelajaran bersifat riil; dan menggunakan teknologi pembelajaran untuk kegiatan KbM, dimana kriteria yang didapatkan mayoritas bersifat Sangat Baik.
Serious Games that have a specific purpose other than being an interesting or fun medium for users. In the concept of learning, it is as if you are giving the learning process to students who do not realize that the primary purpose of Serious Games is to learn. Various studies prioritize the immersive side of Serious Games to optimize their use so that players can take advantage of the main objectives of Serious Games. There is a difference in understanding between fun and reality, where Serious Games' main goal requires a data approach. However, if enter accurate data too advanced to create a real situation, it can detract from the fun side of a serious game. This review paper discusses various research results that prioritize immersion in designing and developing Serious Games, ranging from various methodologies to the factors that affect the success rate of Serious Games.
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