ADAPTIVE COMPANION- MEDIATED BEHAVIOR CHANGES ON ARITHMATOPIA GAME USER CASE STUDY: NPC DESIGN
Arithmatopia is a math education game aimed at elementary school children, especially first graders. It can be played by up to six players at once, which is divide into two groups. By applying the genre of real-time action strategy (ARTS), arithmatopia provides dynamic games with different charac...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/53192 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Arithmatopia is a math education game aimed at elementary school children,
especially first graders. It can be played by up to six players at once, which is divide
into two groups. By applying the genre of real-time action strategy (ARTS),
arithmatopia provides dynamic games with different characteristics of opponents.
To maintain children's motivation during play, an adaptive companion is applied
as a form of non-player character companion (NPC). The given role is to help guide
to the required location as a form of intervention, in the hope of increasing attention
and increasing the number of child's interactions with their mission.
In this study, adaptive companion evaluated children's performance based on
interactions performed within a predetermined period and compared them with
opposing groups. Heuristic modeling implements to determine the difference in
conditions between players in real terms based on interaction data, time, and
position obtained through sensors. Thus the system can adapt to give commands to
the companion to act actively or passively.
Tests have been conducting to see the difference in performance and the impact it
has on players. Based on the results of data collected through experiments on 18
first-grade children, It succeeded in increasing the children's performance they
accompanied, compared to their opponents who played without accompaniment.
The intervention carried out by the adaptive companion successfully motivates
children to interact more when the performance decreases so that it has a higher
win-rate.
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