Fuzzy Smart Reward for Serious Game Activity Design
(1) Department of Informatics, Universitas Dian Nuswantoro, Indonesia
(2) Department of Informatics, Universitas Dian Nuswantoro, Indonesia
(3) Department of Information System, Universitas Dian Nuswantoro, Indonesia
(4) Department of Informatics, Universitas Dian Nuswantoro, Indonesia
(5) Department of Informatics, Universitas Dian Nuswantoro, Indonesia
(6) National Taiwan University of Science and Technology, Taiwan
Abstract
Purpose: Serious game has been widely considered to be a potential learning tool, due to its main advantage to provide a fun experience in learning. The experience is supported mainly by in-game activities, where feedback is given in the form of rewards. However, rewards often don't work well due to various factors, for example, rewards are always the same, so they are monotonous. We use Appreciative Learning as underlying concept for activity design and fuzzy logic to create the reward behavior, called Fuzzy Smart Reward.
Methods: We use Appreciative Learning as underlying concept for activity design and fuzzy logic to create the reward behavior. Appreciative Learning activities consists of Discovery, Dream, Design and Destiny. We propose fuzzy-based smart reward for those activities. The smart reward takes player achievement in each activity as input for the fuzzy inference system and give the dynamic reward as output.
Result: A game prototype is developed as a test subject. The result shows that the smart reward could dynamically adjust the reward based on game conditions and player performance. Test conducted using Game Experience Questionnaire get the score 3.3 out of 4.
Novelty: There aren't many studies on dynamic rewards in structured reward systems; the majority of studies remove dynamic rewards from reward systems. In our research, a "smart reward" is a dynamic reward in a structured reward system that is created using artificial intelligence and is based on activities for appreciative learning. The use of Fuzzy Logic for structured reward behavior is also very rare.
Keywords
Full Text:
PDFReferences
A. Voutama, I. Maulana, and N. Ade, “Interactive M-Learning Design Innovation using Android-Based Adobe Flash at WFH (Work From Home),” Sci. J. Informatics, vol. 8, no. 1, pp. 127–136, May 2021, doi: 10.15294/sji.v8i1.27880.
A. Antoniou, G. Lepouras, S. Bampatzia, and H. Almpanoudi, “An approach for serious game development for cultural heritage,” J. Comput. Cult. Herit., vol. 6, no. 4, pp. 1–19, Nov. 2013, doi: 10.1145/2532630.2532633.
J. Baldeón, A. Puig, I. Rodríguez, M. Lopez, S. Grau, and M. Escayola, “Gamification of elementary react: math learning: a game designer role-playing experience with kids,” 2015. [Online]. Available: https://www.researchgate.net/profile/Johan_Baldeon/publication/3 4096722_GAMIFICATION_OF_ELEMENTARY_MATH_LEARNING_A_GAME_DESIGNER_ROLE_PLAYING_EXPERIENCE_WITH_KIDS/links/58b55d2892851ca13e52a218/GAMIFICATION-OF ELEMENTARY-MATH-LEARNING-A-GAME-DESIGNER-ROL
M. B. Carvalho et al., “An activity theory-based model for serious games analysis and conceptual design,” Comput. Educ., vol. 87, pp. 166–181, Sep. 2015, doi: 10.1016/j.compedu.2015.03.023.
L. F. Braghirolli, J. L. D. Ribeiro, A. D. Weise, and M. Pizzolato, “Benefits of educational games as an introductory activity in industrial engineering education,” Comput. Human Behav., vol. 58, pp. 315–324, May 2016, doi: 10.1016/j.chb.2015.12.063.
Y. L. Eow, W. A. Wan Zah, M. Rosnaini, and B. Roselan, “Appreciative learning approach: A new pedagogical option,” in Proc. 18th Int. Conf. Comput. Educ.: Enhancing Sustain. New Knowl. Through Use Digit. Technol. Educ. ICCE 2010, 2010, pp. 607–614.
Y. L. Eow, W. Z. bte W. Ali, R. bt. Mahmud, and R. Baki, “Computer games development and appreciative learning approach in enhancing students’ creative perception,” Comput. Educ., vol.54, no. 1, pp. 146–161, Jan. 2010, doi: 10.1016/j.compedu.2009.07.019.
W. Z. W. Ali, E. Y. Leng, R. Mahmud, and R. Baki, “Computer games development class with appreciative learning approach: From the perspective of Bloom’s taxonomy,” Pertanika J. Soc. Sci. Humanit., vol. 20, no. 3, pp. 645–668, 2012.
L. Blair, C. Bowers, J. Cannon-Bowers, and E. Gonzalez Holland, “Understanding the Role of Achievements in Game-Based Learning,” Int. J. Serious Games, vol. 3, no. 4, Dec. 2016, doi: 10.17083/ijsg.v3i4.114.
K. Kiili, T. Lainema, S. de Freitas, and S. Arnab, “Flow framework for analyzing the quality of educational games,” Entertain. Comput., vol. 5, no. 4, pp. 367–377, Dec. 2014, doi:
1016/j.entcom.2014.08.002.
T. Tuti, N. Winters, N. Muinga, C. Wanyama, M. English, and C. Paton, “Evaluation of Adaptive Feedback in a Smartphone-Based Serious Game on Health Care Providers’ Knowledge Gain in Neonatal Emergency Care: Protocol for a Randomized Controlled Trial,” JMIR Res. Protoc., vol. 8, no. 7, p. e13034, Jul. 2019, doi: 10.2196/13034.
E. Lavoue, B. Monterrat, M. Desmarais, and S. George, “Adaptive Gamification for Learning Environments,” IEEE Trans. Learn. Technol., vol. 12, no. 1, pp. 16–28, Jan. 2019, doi: 10.1109/TLT.2018.2823710.
C. Lopez and C. Tucker, “Toward Personalized Adaptive Gamification: A Machine Learning Model for Predicting Performance,” IEEE Trans. Games, vol. 12, no. 2, pp. 155–168, Jun. 2020, doi: 10.1109/TG.2018.2883661.
G. F. Tondello, R. Orji, and L. E. Nacke, “Recommender Systems for Personalized Gamification,”in Adjun. Publ. 25th Conf. User Model. Adapt. Pers., Jul. 2017, pp. 425–430. doi: 10.1145/3099023.3099114.
S. S. Esfahlani, S. Cirstea, A. Sanaei, and G. Wilson, “An adaptive self-organizing fuzzy logic controller in a serious game for motor impairment rehabilitation,” in 2017 IEEE 26th Int. Symp. Ind. Electron. (ISIE), Jun. 2017, pp. 1311–1318. doi: 10.1109/ISIE.2017.8001435.
H. Haryanto, Aripin, A. Kardianawati, U. Rosyidah, E. Z. Astuti, and E. Dolphina, “Fuzzy-based Dynamic Reward for Discovery Activity in Appreciative Serious Game,” in 2021 Sixth Int. Conf.
Inform. Comput. (ICIC), Nov. 2021, pp. 1–4. doi: 10.1109/ICIC54025.2021.9632894.
A. L. Sánchez and A. G. Lara, “A Serious Game prototype for strengthen Mathematical Logical Reasoning with implementation of Fuzzy Logic System,” in Proc. 7th Mex. Conf. Hum.-Comput.
Interact., Oct. 2018, pp. 1–4. doi: 10.1145/3293578.3298780.
A. Hubble, J. Moorin, and A. S. Khuman, “Artificial Intelligence in FPS Games: NPC Difficulty Effects on Gameplay,” in Fuzzy Logic, Cham: Springer International Publishing, 2021, pp. 165–
doi: 10.1007/978-3-030-66474-9_11.
A. Ozdemir and K. F. Balbal, “Fuzzy logic based performance analysis of educational mobile game for engineering students,” Comput. Appl. Eng. Educ., vol. 28, no. 6, pp. 1536–1548, Nov. 2020, doi: 10.1002/cae.22325.
K. Fathi, A. Laghaei, and M. Zekri, “Design and Implementation of Adaptive Neuro-fuzzy,” J Res Rehabil Sci, vol. 15, no. 4, pp. 220–228, 2019, doi: 10.22122/jrrs.v15i4.3448.
V. Vorachart and H. Takagi, “Evolving fuzzy logic rule-based game player model for game development,” Int. J. Innov. Comput. Inf. Control, vol. 13, no. 6, pp. 1941–1951, 2017.
M. Zohaib, “Dynamic Difficulty Adjustment (DDA) in Computer Games: A Review,” Adv. Human-Computer Interact., vol. 2018, pp. 1–12, Nov. 2018, doi: 10.1155/2018/5681652.
A. Ghannem, “Characterization of serious games guided by the educational objectives,” in Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality, Oct. 2014, pp. 227–233. doi: 10.1145/2669711.2669904.
G. Papanastasiou, A. Drigas, and C. Skianis, “Serious Games in Preschool and Primary Education: Benefits And Impacts on Curriculum Course Syllabus,” Int. J. Emerg. Technol. Learn., vol. 12, no. 01, p. 44, Jan. 2017, doi: 10.3991/ijet.v12i01.6065.
M. Mortara, C. E. Catalano, F. Bellotti, G. Fiucci, M. Houry-Panchetti, and P. Petridis, “Learning cultural heritage by serious games,” J. Cult. Herit., vol. 15, no. 3, pp. 318–325, May 2014, doi:
1016/j.culher.2013.04.004.
D. La Guardia, M. Gentile, V. Dal Grande, S. Ottaviano, and M. Allegra, “A Game based Learning Model for Entrepreneurship Education,” Procedia - Soc. Behav. Sci., vol. 141, pp. 195–199, Aug. 2014, doi: 10.1016/j.sbspro.2014.05.034.
A. Yassine, D. Chenouni, M. Berrada, and A. Tahiri, “A Serious Game for Learning C Programming Language Concepts Using Solo Taxonomy,” Int. J. Emerg. Technol. Learn., vol. 12,54, no. 1, pp. 146–161, Jan. 2010, doi: 10.1016/j.compedu.2009.07.019.
A. Becker and D. Görlich, “What is Game Balancing? - An Examination of Concepts,”ParadigmPlus, vol. 1, no. 1, pp. 22–41, Apr. 2020, doi: 10.55969/paradigmplus.v1n1a2.
W. A. IJsselsteijn, Y. A. W. de Kort, and K. Poels, “The Game Experience Questionnaire,” 2013.
W. H. Neill et al., “Ecophys.Fish: A Simulation Model of Fish Growth in Time-Varying Environmental Regimes,” Rev. Fish. Sci., vol. 12, no. 4, pp. 233–288, Oct. 2004, doi: 10.1080/10641260490479818.
A. Jaramillo-Alcázar, E. Venegas, S. Criollo-C, and S. Luján-Mora, “An Approach to Accessible Serious Games for People with Dyslexia,” Sustainability, vol. 13, no. 5, p. 2507, Feb. 2021, doi:
3390/su13052507.
L. Ye, R. Wang, and J. Zhao, “Enhancing Learning Performance and Motivation of Cultural Heritage Using Serious Games,” J. Educ. Comput. Res., vol. 59, no. 2, pp. 287–317, Apr. 2021, doi: 10.1177/0735633120963828.
K. Mitsis, K. Zarkogianni, N. Bountouni, M. Athanasiou, and K. S. Nikita, “An Ontology-Based Serious Game Design for the Development of Nutrition and Food Literacy Skills,” in 2019 41st
Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), Jul. 2019, pp. 1405–1408. doi: 10.1109/EMBC.2019.8856604.
Refbacks
- There are currently no refbacks.
Scientific Journal of Informatics (SJI)
p-ISSN 2407-7658 | e-ISSN 2460-0040
Published By Department of Computer Science Universitas Negeri Semarang
Website: https://journal.unnes.ac.id/nju/index.php/sji
Email: [email protected]
This work is licensed under a Creative Commons Attribution 4.0 International License.