High-Order Thinking Skills: The Educational Treasure Hunt Game
Volume 5, Issue 4, Page No 196-202, 2020
Author’s Name: Yogi Udjaja1,a), Sasmoko2, Jurike V. Moniaga1, Kevin Zulfian Bay1
View Affiliations
1Computer Science Department, School of Computer Science, Bina Nusantara University, Jakarta, 11480, Indonesia
2Primary Teacher Education Department, Faculty of Humanities, Bina Nusantara University, Jakarta, 11480, Indonesia
a)Author to whom correspondence should be addressed. E-mail: yogi.udjaja@binus.ac.id
Adv. Sci. Technol. Eng. Syst. J. 5(4), 196-202 (2020); DOI: 10.25046/aj050424
Keywords: HOTS Game, Educational Video Games, Treasure Hunt, Puzzle, Game Development
Export Citations
Many people who have no experience want to make Games. Among them are people who only like to play Games, people who want to make business through Games, and there are also people who really want to make Games. Assume making the game is very difficult and confusing, but forget the many examples that already exist, and can evolve if modified only slightly. In this case, there are several genres of games that are quite popular, which can be changed and modified into another sub-genre. One of them is the Treasure Hunt. It is one of the well-known genres in various video games and has a straight and simple design that is also easy to understand. Which is used in a game that aims to “Find and Work”.
Received: 27 March 2020, Accepted: 12 May 2020, Published Online: 22 July 2020
- M.D. Aguilera, A. Mendiz, “Video games and education. Computers in Entertainment, 1(1), 1-10, 2003. https://doi.org/10.1145/950566.950583.
- Y. Udjaja, “Gamification Assisted Language Learning for Japanese Language Using Expert Point Cloud Recognizer”, International Journal of Computer Games Technology, 2018. https://doi.org/10.1155/2018/9085179
- A.W. Ruch, “Videogame Interface: Artefacts and Tropes. Videogame Cultures and the Future of Interactive Entertainment, 2010. https://doi.org/10.1163/9781848880597_002
- M.D. Griffiths, “The educational benefits of videogames. Education and health, 20(3), 47-51, 2002.
- M. Hassenzahl, N. Tractinsky, “User experience – A research agenda. Behaviour and Information Technology, 25, 91-97, 2006. http://dx.doi.org/10.1080/01449290500330331
- D.P. Kristiadi et al., “The Effect Of Ui , Ux And Gx On Video”, The IEEE CyberneticsCom 2017, 157–162, 2017. https://doi.org/10.1109/CYBERNETICSCOM.2017.8311702
- P. Sporgis, “U.S. Patent No. 6,320,495. Washington, DC: U.S. Patent and Trademark Office, 2009.
- M. Dondlinger, “Educational Video Game Design: A Review of the Literature. Journal of Applied Educational Technology, 4(1), 21–31, 2007.
- D.P. Kristiadi et al., “The effect of UI, UX and GX on video games”, In 2017 IEEE International Conference on Cybernetics and Computational Intelligence (CyberneticsCom) 158-163, 2007. https://doi.org/10.1109/CYBERNETICSCOM.2017.8311702
- Sasmoko, J. Harsono, Y. Udjaja, Y. Indrianti, J. Moniaga,”The Effect of Game Experience from Counter-Strike” Global Offensive. In 2019 International Conference of Artificial Intelligence and Information Technology (ICAIIT), 374-378, 2019. https://doi.org/10.1109/ICAIIT.2019.8834521
- Y. Udjaja, “Ekspanpixel Bladsy Stranica: Performance Efficiency Improvement of Making Front-End Website Using Computer Aided Software Engineering Tool”, Procedia Computer Science, 135, 292-301, 2018. https://doi.org/10.1016/j.procs.2018.08.177
- Sasmoko, S.A. Halim, Y. Indrianti, Y. Udjaja, J. Moniaga,B.A. Makalew, “The Repercussions of Game Multiplayer Online Battle Arena. In 2019 International Conference of Artificial Intelligence and Information Technology (ICAIIT), 443-447, 2019. https://doi.org/10.1109/ICAIIT.2019.8834518
- Y. Udjaja et al., “Gamification for Elementary Mathematics Learning in Indonesia. International Journal of Electrical and Computer Engineering, 8(5), 3859, 2018. https://doi.org/10.11591/ijece.v8i5.pp3859-3865
- Y. Udjaja et al., “The Use of Role Playing Game for Japanese Language Learning”, Procedia Computer Science, 157, 298-305, 2019. https://doi.org/10.1016/j.procs.2019.08.170
- Meiryani, Y. Udjaja, J. Jeviro, S. Sabrina, “The Utilization of Games in Learning Calculation (Accounting) Based on Andriod. International Journal of Psychosocial Rehabilitation, 24(9), 7-11, 2020. https://doi.org/10.37200/IJPR/V24I/PR290002
- I. Dart, M.J. Nelson, “Smart terrain causality chains for adventure-game puzzle generation”, 2012 IEEE Conference on Computational Intelligence and Games, CIG, 328–334, 2012. https://doi.org/10.1109/CIG.2012.6374173.