Page 239 - The-5th-MCAIT2021-eProceeding
P. 239

3. Method

           This study adopted qualitative research while using the Iteration Game Development Life Cycle approach in
        game  development.  There  are  four  phases  altogether.  This  approach  is  chosen  as  it  is  suitable  for  the
        development cycle of the educational game. It is because the cycle could be revisited anytime, according to the
        syllabus. The details on the research development model are as per Figure 1.





















       Fig. 1. Methodology


        4. Design and Development

           Construct 2 has been used to develop a puzzle platformer 2D game. The game is named Physics
        Ninja!. Physics Ninja was built based on visual programming, which is the "drag and drop" concept. The
        game focuses on one character: a ninja who had a mission to find the mission character, collect keys,
        gems, and most importantly, answer all quizzes given by the mission character. Gems and keys will be
        the determining marks for each student upon completion. The main character and enemy encounter will
        deduct the count of gems while two gems acquired for each enemy were destroyed. The process of visual
        programming and example of gameplay interface can be seen in Figure 2 below.


        5. Conclusion

           This study was designed to identify either game-based learning can potentially be implemented in Physics
        education with the development that requires no programming. This study focuses on assisting and guiding
        teachers to explore various technology tools, especially using the game-based learning approach. In this study,
        we have identified how digital games can be implemented, an alternative tool for student assessment. Next, in
        this study also we have identified multiple no programming game engines available, free for teachers to utilize
        and build their own game using the concept of visual programming. Lastly, in this study, we managed to identify
        students' assessment of the game and their acceptance of the game-based learning approach in Physics education
        through the development of the prototype. In conclusion, the study hopes to bring new opportunities for teachers
        to provide various teaching tools for Physics education and increase students' interest in the subject.










        E- Proceedings of The 5th International Multi-Conference on Artificial Intelligence Technology (MCAIT 2021)   [224]
        Artificial Intelligence in the 4th Industrial Revolution
   234   235   236   237   238   239   240   241   242   243   244