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Journal of Game, Game Art, and Gamification (JGGAG)
ISSN : -     EISSN : 2548480X     DOI : -
Core Subject : Science, Art,
The Journal of Games, Game Art, and Gamification (JGGAG) is a double blind peer-reviewed interdicipinary journal that publishes original papers on all branches of the academic areas and communities.
Arjuna Subject : -
Articles 4 Documents
Search results for , issue " Vol 3, No 2 (2018)" : 4 Documents clear
Using Procedural And Conceptual Colour Stimulation-Game As an Instructional Gizmo For Nigerian Students Olubunmi, Odewumi Michael
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 2 (2018)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (43.557 KB)

Abstract

This research study focused on investigating on the effect of colour stimulation-game on Nigerian Junior secondary school creative arts by adopting quasi-experimental research design with 60  junior secondary schools of  three  co-educational, from Private, Public and Federal Secondary Schools using simple random sampling technique to randomly select The three secondary schools assigned to both experimental and control groups. With the aid of two instruments which were The Colour Stimulation-game and Colour Stimulation-Game Achievement Test (CSGAT), the data was collected.  Frequency counts and percentage distribution, mean,  standard deviation, independent t-test, ANOVA and ANCOVA were used to analyse the data demographic information, the research question and the hypothesis generated respectively. The researcher found out that the students taught with Stimulus perform better after treatment than the student taught with conventional teaching method, students taught with Colour Stimulus game performed better when exposed to treatment than their  students taught with conventional teaching method and female students taught with Colour Stimulus game performed better than their male students.  It was recommended that that creative arts instructors should utilizes, colour stimuli game and reducing conventional method do as to impact the appropriates knowledge for studentsKeywords:  Colour Stimulation-Game, Colour, Game and instruction, Game, Significant in games
Dishcover Indonesia: Android Cooking Game on Indonesian Cuisine Widjaja, Jeremy Jodi
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 2 (2018)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (421.967 KB)

Abstract

The video game industry can be said to be one of the more modern undying industries that are ever growing and evolving. In Indonesia, there are several game development companies, however, there is currently no game that utilizes Indonesian cuisine as the main theme. It is also noted that there have been no recent cooking games that are unique nor a sequel. Currently, there is a gap in which consumers are not playing cooking games although they enjoy them. As a result, the author attempts to develop a game that can reach users’ expectations for a modern Android cooking game. Users were tested in two phases. Before the development, users were asked to rate their expectations of a cooking game and the current competition. After the development of the game, users were given the beta to test and rate their evaluation of the application. Based on the results of the two surveys, the game has achieved the results desired in the beginning of the project development.
UI/UX Mobile Games Transformation towards Translated Language Kurniawan, Andreas; Aprilia, Hervina Dyah
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 2 (2018)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (483.374 KB)

Abstract

The purposes of this research study is to get data of user experience towards mobile game design and the transformation of its interface due to translated language. Most of popular mobile games came from China with their local language and writing system. Chinese alphabetic is appropriate for vertical or horizontal orientation, but English and Indonesian alphabetic are not appropriate with vertical orientation. Ragnarok M: Eternal Love with MMORPG’s genre is the game sample model, originally from China server and now this game is translated into several languages such as English and Bahasa Indonesia. Ragnarok M: Eternal Love’s game developer used a unique method with combined icon and text in order to solve layout’s problem that they encounter when converted in to several languages. We conduct the experiment within 2 period of time, based on 25 participants (gamer), all participants tried user interface from a game model sample. The result confirmed that the display of the UI (user interface) used by the developer team of Ragnarok M: Eternal Love, had demonstrated a good solution in developing a user interface for mobile game, when confronted by fixed layout and forced to adapt to various different language, but it still need some adjustment time to fully understand the function of every button. Keywords : user interface, user experience, language, ragnarok, game mobile 
Video Games as Tools for Education Utoyo, Arsa Widitiarsa
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 2 (2018)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (150.633 KB)

Abstract

Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and digital world collaboration, suggest powerful new opportunities for educational media. Video games are an important part of improving education through its ability to force players to present realistic simulations of real-life situations. The beginning of the proper use of gaming technologies for education and training and there is no need for scientific and engineering methods to create games not only as a more realistic simulation of the physical world but to provide experience Effective learning. This document illustrates building up to date Integration of educational principles and game design into a dialogue between them and defining games that can be integrated based on design, entertainment, and educational features. The work follows a drawing tray that forms part of the framing definition and after selecting categories of design templates, before focusing on user interaction modes, from a pedagogical point of view, given its relevance to end users

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