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JGGAG (Journal of Games, Game Art, and Gamification)
ISSN : 2548480X     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 44 Documents
Touchless Interaction Using Magnetometer for Mobile Games Wihardja, Jason; Kosala, Raymond
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 2 (2016)
Publisher : Binus University

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Abstract

This paper proposes an alternative way for doing touchless interaction. Using a magnetometer sensor, we attempt to map some common gestures into something that can be understood by a magnetometer sensor. To demonstrate the concept, an application and a punching game that utilize this principle were developed. Using the application, users are able to perform a common swiping gesture using magnetometer sensor. When the game detects a punch gesture, it will respond accordingly. The application was tested and compared against an existing touchless interaction technology. The test results showed that there are some aspects where the magnetometer solution is better compared to the existing solution. This suggests that touchless interaction using magnetometer might have a promising future.
Evaluation of Physics Frameworks for Building Web-Based Games Yogya, Resa; Kosala, Raymond
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

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Abstract

Recently, WebGL technology shows a lot of potentials for developing games. Since this technology is still relatively new, there are still much potential in the game development area that are not explored yet. This paper explores the development of a game engine made with WebGL technology that integrates some physics frameworks for developing web-based 2D or 3D games. Specifically, we integrated three open source physics frameworks, which are Bullet, Cannon, and JigLib, into a WebGL-based game engine. We assessed these frameworks using some experiments, in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGL-based game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.
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

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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
Using Board Games as Anti-Corruption and Integrity Learning Media Justiana, Sandri; Priyono, Roto; Nugroho, Eko
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

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Abstract

One of the corruption eradication mandates assigned to the Corruption Eradication Commission (KPK) is to carry out anti-corruption education at each level of education, carry out anti-corruption public campaigns, and promote corruption eradication programmes (Law No 30/2001 on the Corruption Eradication Commission). To make anti-corruption education more effective, alternative media need to be developed that are more interesting and fun but do not detract from the essence and objectives of the learning itself. The KPK developed eight more anti-corruption and integrity board games for a wider audience, including young children, young people, students, educators, business people, and politicians. Board games are an interactive anti-corruption learning media that offer a unique way of looking at something, promote open communication, and challenge the players to work together to achieve results. Board games can be used an alternative learning media to instil anti- corruption values from a young age, and as a media for public anti-corruption promotion and campaign 
Designing Wayang Kulit Purwa with Gatotkaca as the Character in Game Bonafix, Nunnun
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

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Abstract

Young generation nowadays has lack of knowledge on the culture of shadow puppet (wayang kulit) which is a heritage that has a high value of art and philosophy. This is caused by the impact of foreign cultures rapidly entering Indonesia. The rapid development of the information technology through internet & game has led to globalization that seems to be not limited to space and time. The speed of information and foreign cultures cannot be stopped. The culture of shadow puppet (wayang kulit) is getting eroded and is not much known by the modern society nowadays. This is an irony to a big nation which has a rich heritage, so it is our obligation as a citizen to maintain and preserve it. Based on the formulae of AIGA 2015 that defines (time + content + context) / time = experience design, the game of wayang kulit (shadow puppet) Gatotkaca put forbattled different experience to users in exploring the information and entertainment in those media. Having the spirit of moderate Postmodernism, the design plan called User Interface which combines the modern and classic traditional elements will encourage new experience to the users (Experience Design). The design recognizes times and trends, and it keeps changing as the development of the times. The design can be a pace setter to next individuals who are called to maintain and preserve national cultures, in general, and wayang kulit purwa, in particular, through digital media. The development in the modern era will not change the identity of shadow puppet (wayang kulit) culture since it has solid foundation.
Game Prototype for Daily English Practice: An Approach Design by using a Puzzle, Riddle and Adventure Scenario Ali, Chaidir; Thiodorus, Ronald; Manuaba, Ida Bagus Kerthyayana
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 2 (2016)
Publisher : Binus University

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Abstract

Abstract— English language is one of many languages which has been used to communicate around the world. In era of global competition, where most people do interaction borderless, language plays an important role as communication tool. However, many people in the countries where English is a second language, where they rarely speak English in daily life, it could cause lack of confidence which is leading them to be left behind in global competition. In forestall this issue, it is important for people to practice English since early stages of education and use it in daily activity. This paper proposes an alternative solution to improve confidence in learning English in fun way. By creating educational game that can be played in daily activity, it is expected could help people, especially young generation, to improve confidence in practicing English.
Character Design for Educational Games “Caring for The Urban Forest in Jakarta” Riyadi, Tunjung
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 2 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

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Abstract

The existence of the urban forest in Jakarta become a valuable asset for its residents. Unfortunately, the urban forest less aware of its existence. This unconsciousness due to lack of information about the existence of the urban forest itself. The design aims to create unique and attractive character, which helps inform the existence of the urban forest in Jakarta, through educational games. The design method through the stages of observation in the form of visual data search, analysis elaboration mapping problem, then visually determining the essential character as the main idea. The result is a character design with the function as the "spokes person" that allows users to know the existence of the urban forest in Jakarta 
Indonesian History Educational Card Game Gamification of the Process of Learning to Increase Interest in History among Children. Ali, Wildan; Basiroen, Vera Jenny; Fang, Clara
Journal of Game, Game Art, and Gamification (JGGAG) Vol 3, No 1 (2018)
Publisher : Binus University

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Abstract

To spark interest and curiosity in children to make them research more about the subject. The writers also aims to re-tell history in a more visual manner which is more attractive to children as oppose to currently used text heavy history book and to make history more interesting by using an interactive teaching method by using gamification.
The Application of Gestalt and Design Principles on Visual Based Games for Children Udin, Noor
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

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Abstract

There are various visual games that we know, from puzzle, guess the picture, mix and match, and many more. Kids around the world play visual games because it is fun, imaginative, and stimulate their creativity. This research elaborates how visual games become more interested with the organization of visual elements through design principles and Gestalt theory. It proves that visualbased games are chosen by children and parents to develop their creativity and imagination.
Extending Information On Museum Artefacts Through Augmented Reality: Indonesian National Museum Case Dirgantoro, Bayu; Martinez, Jude
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

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Abstract

Jakarta has 62 well-maintained museums but most are still conventional in the way that they mostly display objects or collections with accompanying written information and interactive media is still very limited.[1] In Indonesia, museum curators and managers need to be more creative in presenting objects and information to increase the number of visitors [2].The difficulty of luring visitors to museums has even became a national issue and problem:[1] the Indonesian government considers it as a matter that needs to be addressed. [3, 4] In 2010, the Association of Museums in Indonesia (AMI) and the Ministry of Tourism and Creative Economy declared it the Year of Visiting the Museum [5] as part of the National Movement to Love Museums, which lasted until 2014 [1]. The strategic efforts from the Ministry of Tourism and Creative Economy were then followed up with the introduction of national programs such as Revitalizing Indonesian Museum [5]. Museums should be a place to enhance the learning experience, sharing knowledge, as well as a place to study and conduct research [5]. Here, the museum is required not only as a means of public learning, but must also be able to support the development of study centers in universities [5]. Therefore, adding interactive media using Augmented Reality to Indonesian museums will increase the interest in learning about the local culture and heritage of Indonesia among the Indonesian population, especially students.