Implementasi Algoritma Greedy Best First Search pada Aplikasi Permainan Congklak untuk Optimasi Pemilihan Lubang dengan Pola Berfikir Dinamis
Prosiding Seminar Nasional Teknologi Informasi dan Multimedia 2012 (SNASTIA 2012), 3. C1-C6. ISSN 1979-3960.
URL: http://repository.ubaya.ac.id/439/
Congklak or Dakon is one of traditional games in Indonesia that is generally played by two players with the goal of... more Congklak or Dakon is one of traditional games in Indonesia that is generally played by two players with the goal of obtaining congklak seeds as much as possible by following the congklak game’s rules. In this paper we discuss the use of greedy best-first search algorithm that is used by the computer’s player for selecting the hole that can produce an optimal solution. The player can make a choice whether to get a seed as much as possible or maintain the vulnerable contains holes that can be shot by the opponent. The test results show that the greedy algorithm is able to produce quite good local solutions, although not necessarily optimal global solutions.
Learning and Teaching with Computer Games in Higher Education
In T. Connolly, M. Stansfield and L. Boyle (Eds) Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces. Hershey, PA: IGI Global.
This chapter examines the rationale for the use of computer games in learning, teaching, and assessment in Higher... more This chapter examines the rationale for the use of computer games in learning, teaching, and assessment in Higher Education. It considers their pedagogic potential in respect to a number of theories of learning, as well as some of the practical issues associated with using computer games in real teaching situations, both face-to-face and online. The first part of the chapter focuses on the theory underpinning the use of computer game-based learning with HE students, examining motivation and engagement, constructivism, collaborative and problem-based learning. The second part of this chapter considers the practical issues of using computer games in actual teaching contexts and presents twelve principles for the design and evaluation of computer games to support learning.
From the games industry: ten lessons for game-based learning
Co-authored with Paul Hollins
This paper draws on lessons learned from the development process of the entertainment games industry and discusses how... more This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses on ten key points in which the authors feel from experience in both commercial game development and education that parallels are drawn between the entertainment and educational games development processes.
Designing Learning Games For Multiple Stakeholders
Co-authored with Lucia Pannese and Nancy Barratt
The design of computer games for learning is a difficult process when a single learner group, with similar ages,... more
The design of computer games for learning is a difficult process when a single learner group, with similar ages, backgrounds and abilities, is considered. It becomes far more complex and problematic when there are multiple stakeholders. The Auditing the Sustainability of Public Spaces (ASPIS) project aims to work with three distinct learner groups: school pupils, university students, and work-basedprofessionals. It will use a ame-based methodology, complemented with other online interactive and communication tools, to encourage active learning through discovery, negotiation and problem solving. This paper will highlight the issues associated with designing a digital game for multiple stakeholder groups, and explore possible solutions. It will first present and discuss considerations such as age appropriateness of language and game mechanics, differing gaming literacies, motivations and expectations of users, range of contexts of use in both formal and informal settings, and levels of autonomy and independence. Second, the paper will focus on possible ways in which to address the development of learning games for multiple stakeholders, such as the development of different game versions, creations of customisable game platforms, or the use of associated learning
activities. Finally, the paper will present the learning methodology adopted by the ASPIS project as a way of meeting the needs of multiple stakeholders, and describe the game that was developed. It will discuss the impact on game design, the challenges encountered, lessons learned from the project,
and results of the ongoing evaluation.
Cellular Fight. Two Player Game
In this article we proposed a new Game called as 'Cellular Fights'. It takes a long time for giving such title to this... more
In this article we proposed a new Game called as 'Cellular Fights'. It takes a long time for giving such title to this game. Before and after publishing this letter, rules are not tested and are not classified, by other words they are given as they were born in our minds and we have not any idea about issues.
Fight does not mean, that the game claims and propagates inhumanity. It is pure mathematical game where we need to develop moves and provide beautiful winning over opponent, which is big art not only in desk games but in everyday life. In physics, chemistry, biology as well as in our life fight exists
continuously: our healthy biological cells struggle with ill cells, political parties are involved in very hot debuts etc. Other interesting example of the fight can be considered natural reaction occurring between two chemical elements during chemical reactions. Of course many examples can be given to
readers, but it is reasonable to restrict ourselves and start our trip. All basic ideas of Cellular Automata are given. Then flat jump to main purpose is given: Rules, objects for the fight as well as an environment for the fight are presented. At the and of article some problems are given for future investigations.
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Seen by:Mobile Gaming: An Engineer Puts an Arcade Cabinet on Wheels (Popular Science)
by Garnet Hertz
Popular Science (February 2012). Story by Gregory Mone. Photographs by Jeff Newton. Edited by Doug Cantor.
In the late 1980s, millions of arcade-addicted kids sat in the faux racing seats of Sega's OutRun videogame, grabbed... more In the late 1980s, millions of arcade-addicted kids sat in the faux racing seats of Sega's OutRun videogame, grabbed the rubber-covered wheel of the imitation Ferrari Testarossa, pressed down on the pedals, and imagined they were roaring down the street. Twenty-five years later, one of those kids, Garnet Hertz, has realized that fantasy, modding an 1,100-pound arcade machine to ride on pavement.
Subjectivity in the Ivanhoe Game: Visual and Computational Strategies
TEXT Technology, vol 12: 2003.
From Participatory to Contributory Simulations: Changing the Game in the Classroom
Kreitmayer, S., Rogers, Y., Laney, R., Peake, S. From Participatory to Contributory Simulations: Changing the Game in the Classroom. Proceedings of the 30th International Conference on Human Factors in Computing Systems. ACM CHI 2012, ACM Press, to appear.
There is much potential for supporting collaborative learning with interactive computer simulations in formal... more There is much potential for supporting collaborative learning with interactive computer simulations in formal education and professional training. A number of simulations have been developed for single user and remote interaction. In contrast, our research is concerned with how such learning activities can be designed to fit into co-located large group settings, such as whole classrooms. This paper reports on the iterative design process and two in-the-wild evaluations of the 4Decades game, which was developed for a whole classroom of students to engage with a climate simulation. The system allows students to play and change the rules of the simulation, thereby enabling them to be actively engaged at different levels. The notion of Contributory Simulations is proposed as an instructional model that empowers groups to make informed, critical changes to the underlying scientific model. We discuss how large-group collaboration was supported through constraining an ecology of shared devices and public displays.
Immersion As Concept, Experience, & Design
This thesis was submitted in partial fulfilment of the requirements for the degree of Bachelor of Arts (Creative Media) (Honours) by Patrick Markham Brown
Understanding the Art Practice of Critical Gameplay Design
published in the ISEA proceedings - 17th International Symposium on Electronic Art - 2011
The paper explores the recent growth in critical gameplay, an application of critical design to the production of... more The paper explores the recent growth in critical gameplay, an application of critical design to the production of computer games. This paper outlines play pedagogy and game rhetoric, relating critical design practices to the creation of computer games. It attempts to explain the art practice of critical game design, providing a brief digital game history and identifying prominent creative works in this relatively new space.
The Poetics of Game Design, Rhetoric and the Independent Game
Published in the 5th DIGRA proceedings
This paper approaches the question about games as art from a fundamentally different perspective. Instead of asking... more This paper approaches the question about games as art from a fundamentally different perspective. Instead of asking questions of visual aesthetics and pursuing analogies to film or commercial arts, it demonstrates an even clearer analogy to poetic forms. Allying common practices in independent games in particular, this paper serves as an illustrative demonstration of the poetics of game design, emphasizing the poetic properties of independent game designs. It frames game design in terms of the rhetorical devices used to create an experience. Such framing is useful to independent game designers, developers of persuasive and critical gameplay, and archivists seeking an effective way to catalog digital games that is driven by structure instead of subject or play mechanic.
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Gamifying Archives, a Study of Docugames as a Preservation Medium
This paper introduces a novel concept in the use of game technology and education. Instead of employing gaming... more This paper introduces a novel concept in the use of game technology and education. Instead of employing gaming technology to create entertaining fictions or develop practical training environments, this paper introduces the concept and demonstrates the practical benefits of docugames for preservation. A docugame for preservation is a simulation that incorporates historical or culturally relevant artifacts to offer multiple perspectives on an historical or culturally relevant experience. Current trends in the growth of games, lowering production costs, and an increase in global collaborative production models have supported opportunities to employ games as a medium for preservation. As such, docugames for preservation demonstrate the promise of offering a 21st century educational experience for future learners. This research provides an analysis of existing docugames, overview of gamification principles and heuristics for improving the potential of docugames as a preservation medium.
Critical Gameplay Gone Critically Wrong
This paper serves as a postmortem for the game Third World Shooter. The game was completed as part of the Critical... more This paper serves as a postmortem for the game Third World Shooter. The game was completed as part of the Critical Gameplay project. The project endeavors to analyze common game mechanics and create games that demonstrate alternate ways to play. Third World Shooter was as a docugame employing critical gameplay. This paper illustrates how the design of Third World Shooter dovetails into the more successful designs of other critical gameplay games.
"Procedurally and Fictively Relevant": Exploring the Potential for Queer Content in Video Games
Published in Berfrois Online Literary Magazine, December 20, 2011
http://www.berfrois.com/2011/12/queer-gaming-evan-lauteria/
In 2011, Singapore-MIT GAMBIT Gamelab developed _A Closed World_, a game is premised on rooting its fictive world and... more In 2011, Singapore-MIT GAMBIT Gamelab developed _A Closed World_, a game is premised on rooting its fictive world and procedural gameplay mechanics on queer lived experiences. Designed on the premised that queer content is “very uncommon in games right now,” _A Closed World_ asks, “how [do we] create digital games where queer content is both thoughtfully presented and procedurally and fictively relevant[?] Can a game be made where the sexuality of the characters has an impact on play, without it simply being a re-skinning or forced inclusion?” (Harper, 2011). Designers have consistently struggled, beyond the realms of sexuality and gender, to construct authentic characters and meaningful modes of play, but when addressing the topic of queerness and LGBTQ characters, seem to default to the “safe” options of additive inclusion in sexual/romantic game mechanics (Shaw, 2009:246-7). I examine briefly three recently released mainstream games to examine this “path of least resistance” approach to inclusion, while simultaneously seeking out kernels of potential for future work in meaningful representation and inclusion. The games are _The Sims III_ (Electronic Arts, 2009), _Fallout: New Vegas_ (Obsidian Entertainment, 2010), and _Dragon Age II_ (BioWare, 2011). I hope that in examining these games, coupled with the experimental framework of Singapore-MIT GAMBIT Gamelab’s work on _A Closed World_, I will offer some insights into a the possibilities for future inclusion and meaningful representation in mainstream games.
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Seen by:The Aesthetics of Early Adventure Games: A Reflection of Film History
This paper examines the artistic potential of videogames by concerning the early aesthetics of a genre generally referred to as adventure games. The main argument is that the development of adventure game aesthetics correlates with the aesthetic development of film. The argument will rest on two technical turning points that took place within the initial stages of videogame and film industries: the use of voice as a sonic and the use of color as a visual component. Whereas in the history of cinema those technical improvements represent the shift from silent film to film with sound and color, for adventure games they meant text-based interactive fiction stepping aside for graphic adventures with voice-acted characters. The paper will focus on examining the corresponding impacts that this technical development had on their methods of artistic expression.
The International Journal of the Arts in Society Volume 6, Issue 2, 2011, pp. 31-38,
© Common Ground, Veli-Matti Karhulahti, All Rights Reserved, Permissions: cg-support@commongroundpublishing.com
All rights reserved. Apart from fair dealing for the purposes of study, research, criticism or review as permitted under the applicable copyright legislation, no part of this work may be reproduced by any process without written permission from the publisher. For permissions and other inquiries, please contact <cg-support@commongroundpublishing.com>.
Game-based Learning and Intrinsic Motivation
by Kristi Mead
Unpublished paper for California State University Fullerton, M.S. Instructional Design and Technology
Game-based learning is inherently engaging. The instructional designer is charged with the task of developing games... more
Game-based learning is inherently engaging. The instructional designer is charged with the task of developing games that not only compel and entertain the learner, but also teach through
role play and other techniques that tap into the intrinsic motivation of the learner. The aim of this paper is to explore the possible effects on intrinsic motivation of students who use
computer-based games as a learning tool.

