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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