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programming. However, this kind of requirement makes digital games much harder for some people, especially
        teachers. This is due to their non-technical background and making it more complex for teachers to develop their
        games for the subjects. According to Mohd Hashim and Mat Diah (2016), many people have an interest and
        want to develop their games. However, it seems impossible for them due to no skills in programming. Even
        someone with programming experience also finds it hard to understand and master the skills (Mohd Hashim &
        Mat Diah 2016). Therefore, any game engines available without any programming skills are most likely to be
        utilized by people with no programming background. This study has been done to highlight the concept of non-
        programming game development for teachers to develop their games. We have determined multiple free and
        non-programming software or game engines that teachers can explore within the study. The study also did
        develop  some  simple  game  prototypes  using  the  selected  game  engines  and  tested  the  prototype  on  some
        secondary school students that enrolled in Physics subjects around Malaysia.

        2. Research Background

           Physics, in general, is a subject that requires students to search for the answer for the issue of "why" and
        "how" certain phenomena happens around people (Saleh 2014). However, according to Saleh (2014), some
        students characterized Physics as a complicated subject due to the complexity of learning, requiring students to
        understand various formulas, calculations, and concepts. Meanwhile, in their study, Abdul Kadir et al. (2016)
        stated that some students had a perception that Physics is only for the intelligent student who makes Physics
        labeled  as  an  "elite"  subject  in  school.  The  negative  perception  indirectly  affects  students'  motivation  and
        disrupts their performances. Another study by Meng et al. (2014) mentioned that some students consider physics
        irrelevant. In summary, students' attitudes and acceptance towards certain subjects sometimes depend on their
        thought, which leads to some early perception without experiencing it first.
           Siong and Osman (2018) mentioned in their study, the application of serious games in TnL could increase
        the students' collaboration and problem-solving skills (Antunes et al. 2012) while interacting with the game.
        Game-based learning is increasingly giving good impact when being used in TnL. Some examples of digital
        games that were successfully implemented in classroom TnL are Sim City and Civilization III. According to
        Squire  and  Jenkins  (2003),  students  can  learn  the  economy,  social  hierarchy,  and  politics  in  the  game's
        population. Civilization III allows students to explore things that can help in the civilization played, such as
        searching for life supplies, generating economy, and the civilization's growth within the gameplay (Brom et al.
        2010; Squire & Jenkins 2003).
           To produce an exciting game that can be integrated into TnL, the design and development should be given
        more attention. This is for the game developed to generate interest and be a tool to deliver the knowledge
        effectively and innovatively. Several elements can potentially be a guide to build a digital game for education.
        According to Novak (2011), the first element is genre. The genre chosen by developers should be according to
        their targeted market, and it should be determined so that the following development process shall be continued.
        The second element to be considered is the visual and audio design (Plass et al., 2015). Without interesting
        visual and pleasant audio background, it could be hard to maintain its interest in the game. According to Plass
        et al.(2015), the visual design includes the characters, information, animations, etc., portraying the gameplay
        itself. At the same time, the third element is the gameplay and motivational value (Buckley & Doyle 2016; Plass
        et al. 2015). Motivational elements are essential in order to guide the player to find the purpose of the game
        itself. The motivational element includes players' rewards upon completing the mission (Plass et al., 2015).
        Lastly, the most crucial element is targeted learning translated into digital games for education (Plass et al.,
        2015). This element has to be the foundation for every educational game development, not to be diverted from
        its original goal: to educate. In their study, Liu and Chen (2013) mentioned that games make the learning session
        more active and positively impact the students by targeting the fun side and its value.









        E- Proceedings of The 5th International Multi-Conference on Artificial Intelligence Technology (MCAIT 2021)   [223]
        Artificial Intelligence in the 4th Industrial Revolution
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