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2020
DOI: 10.5815/ijeme.2020.05.02
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Developing Edu-Game “Ulun Smart-Kid” Learning Media of Banjar Language and Game Agent with Finite State Machine Model

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Cited by 5 publications
(6 citation statements)
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“…Sefriani et al [51], in their research, also revealed that the use of interactive media or learning aids would be able to provide good results in learning, one of which could be realized by using computers in the learning process and collaborating with specific learning methods. Guan et al [52] & Ismail et al [53] also explained the appearance of learning programs with ICT-based media formats, especially computers and smartphones packaged in a digital book application program [54], interactive multimedia [28,53], animated videos [56], game based learning [57] could display interactivity and motivate students to be enthusiastic about participating in the learning process, so students would tend to find it easier to achieve competency.…”
Section: B Discussionmentioning
confidence: 99%
“…Sefriani et al [51], in their research, also revealed that the use of interactive media or learning aids would be able to provide good results in learning, one of which could be realized by using computers in the learning process and collaborating with specific learning methods. Guan et al [52] & Ismail et al [53] also explained the appearance of learning programs with ICT-based media formats, especially computers and smartphones packaged in a digital book application program [54], interactive multimedia [28,53], animated videos [56], game based learning [57] could display interactivity and motivate students to be enthusiastic about participating in the learning process, so students would tend to find it easier to achieve competency.…”
Section: B Discussionmentioning
confidence: 99%
“…Coping with difficulties by the challenge-reward system and suffering by the play-and-fun mechanism. Molding uneasy learning activities, into fun by gamification, may reduce such effect in mathematic [12,45]. Besides, numerous pupils' attitudes toward in-class mathematics activities have positively shifted after game-sessions, thing that possibly helped ease MA and improve classroom experience [72].…”
Section: %mentioning
confidence: 99%
“…Nevertheless, DGBL approaches remain generally difficult to adopt, as videogames could not be used alone to achieve specific learning/educational goals. A great part of research on digital games focuses on the effectiveness outside classrooms (e.g., exercisers or homework) [45] . Few studies carefully introduced DGBL into limited didactical sequences, introduction, and simulations [39,38].…”
Section: Introductionmentioning
confidence: 99%
“…FSM without output is used to identify whether the input is known or not. For example, the compiler program to check whether the command used by the user is true or false [12] basically, the implementation of FSM can be divided into three ways, where each method has its own advantages and disadvantages. The three methods are the Traditional Way, Lookup Table, and Object-Oriented [13,14] as shown in Fig.…”
Section: Literature Reviewmentioning
confidence: 99%