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.
Proses Extraction-Transformation-Loading (ETL) pada pembangunan data warehouse berperan melakukan ekstraksi data dari berbagai sumber, pengubahan data ke bentuk yang sesuai dengan kebutuhan dan pengisian ke storage data warehouse. Termasuk di dalam fungsi ETL terdapat proses data cleansing yang menangani redundansi, inkonsistensi dan integritas data. Proses ETL akan mengisikan data dari sumber ke integration layer yang merupakan tempat data dari data warehouse tergabung dan terintegrasi. Dari integration layer, data dapat dikelompokkan dengan lingkup yang lebih kecil dan sesuai kebutuhan dalam repository lain yang disebut data mart. Program reporting dari data warehouse akan berhubungan dengan data mart sebagai sumber datanya.Penelitian ini merupakan bagian dari Penelitian berbasis profesi pembangunan data warehouse. Secara khusus Penelitian menangani proses ETL. Pada Penelitian ini dibangun metadata bagi proses ETL yang menyimpan definisi data sumber, data arget (data warehouse), dePenelitian keterhubungan antara data sumber dan data target, serta dePenelitian transformasi data dari data sumber ke data target. Dibangun juga program ETL dengan teknologi DTS pada SQL Server 2000 yang menggunakan metadata tersebut. Diharapkan dengan adanya metadata bagi proses ETL dapat dibangun program ETL yang memiliki tingkat reusability tinggi. Kesimpulan utama yang dapat diambil dari Penelitian ini adalah penggunaan proses ETL yang dinamis (menggunakan metadata ETL) sangat diperlukan apabila berhubungan dengan sistem operasional yang masih labil dan berkemungkinan besar mengalami perubahan skema basis data. Proses ETL dinamis juga diperlukan untuk menangani kebutuhan pengguna akan laporan yang bertambah.
Gobak Sodor is a traditional game that came from Indonesia. Gobak Sodor is also known as a different name in Indonesia and Malaysia, such as Panjang tangan in Riau-Sumatra, Asing in Makassar, Galah Asin in West Java, and Galah Panjang in Malaysia. Gobak Sodor is a game that is played in two groups and has a rule that one group must prevent the opponent through the line back to back. However, Indonesia's open area has gradually reduced so that people difficult to play gobak Sodor. The loss of open land for playing Gobak Sodor and game technology advances make children slowly forget the gobak sodor. In the present time, technology is common for people to support their daily life activities. One of technology implementation form is electronic game, where peoples can play without the limitation of time and space. The electronic game also give pleasure and fun as much as conventional game activities. With the form of electronic game, this research develop a game application which implements all of the gobak sodor rules. Where the players can play the gobak sodor using their mobile device and without the trouble to play on a field or open space. Using electronic game for playing Gobak Sodor gives people satisfaction, awareness. In the hope that this will preserves the traditional game Gobak Sodor. The survey found that 80% of people have an interest to play The Gobak Sodor game.
Two important problems related to food consumption were reported in Malaysia: Malaysia was the sixth rank in Asia for the highest adult obesity rate; and the United Nation reported that Malaysian consumed an average of 2,910 calories per day. An imbalanced diet and high intake of calorie-dense food problems that need attention to reduce obesity. These problems affect national economies by lowering productivity, increasing disability, raising health care expenses, and shortening life spans. Although, there are food calorie tracking applications available, however, existing apps are less engaging and to recognize Malaysian food due to its not versatile databases. This can be solved using game technologies. Hence, this study will propose mobile game model as a solution to the underlying problems. There are 4 phases in the method: expert validation, initial model, expert verification, and final model. The proposed parameters were validated by dietitians, and nutritionists. The model was verified by game experts. A low fidelity prototype was developed based on the proposed model to assist the expert verification process. The model was finalized based on the expert’s feedback. The proposed game model resolves the limited recognition of Malaysian food and monitoring the food calories intake in an engaging way.
Dyscalculia is a hidden disability and may happen to ordinary people whether they are normal or highly intelligent students. This makes dyscalculia is challenging to identify. One method to identify dyscalculia students could be through playing games. Games concept could make the students do not feel of being tested when they are doing the test. Developing the game to fulfill the assessment purposes needs a framework that is designed for assessing. Design Play Experience (DPE) is an existing framework that supports the creation of a serious game or game-based learning. The framework contains several layers, such as learning, storytelling, gameplay, user experience. The purpose of the framework is to give a player experience in improving their skills. In this study, the DPE framework is adapted and enhanced to provide a serious game framework for assessing, identifying and monitoring dyscalculia students. The assessment result will be used to identify whether or not the student has a learning difficulty in mathematics. The enhanced framework is called 3D dyscalculia Assessment Game (3DAG). Games that are applied with the 3DAG framework will notify where the students misconception are, so that the teacher can monitor and improve their mathematics accordingly.
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.