Serious game self-regulation using human-like agents to visualize students engagement base on crowd

Umam, Khothibul ORCID: https://orcid.org/0000-0002-9403-9461, Fachri, Moch ORCID: https://orcid.org/0000-0002-5356-1114, Nugroho, Fresy ORCID: https://orcid.org/0000-0001-9448-316X, Nugroho, Supeno Mardi Susiki ORCID: https://orcid.org/0000-0001-8109-6136 and Hariadi, Mochamad ORCID: https://orcid.org/0000-0002-2194-169X (2022) Serious game self-regulation using human-like agents to visualize students engagement base on crowd. Bulletin of Electrical Engineering and Informatics, 11 (5). pp. 2717-2726. ISSN 2302-9285

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Abstract

Nowadays, the emergence of artificial intelligent (AI) technology for games has been advancely developed. A serious game is a technology employing AI to create a virtual environment in a serious gamification strategy. This research describes AI based virtual classrooms to adopt proper strategies and focusing on maintaining and increasing student engagement by encouraging self-regulation behavior at the learning process. The self-regulation behavior describes student's ability to direct their own learning to achieve learning targets on a path full of obstacles. By employing a human-like agent to visualize student engagement, this visualization aims to provide human-like experiences for users to comprehend student behavior. A reciprocal velocity obstacles (RVO)-based crowd behavior is employed to visualize student engagement. RVO is an autonomous navigation approach for directing the achievement of agents target. The human-like agents behave in various ways to reach the goal points depending on the performances and the obstacles before them. We employ our method in an investigation of students' learning activities in a pedagogically-centered learning environment at Universitas Islam Negeri (UIN) Walisongo, Semarang, Indonesia. The results demonstrate the best scenario changes along with the performances and obstacles faced to reach the goal points as well as the learning target.

Item Type: Journal Article
Keywords: crowd behavior; human-like agents; self-regulation; serious game; student engagement
Subjects: 08 INFORMATION AND COMPUTING SCIENCES > 0803 Computer Software > 080305 Multimedia Programming
Divisions: Faculty of Technology > Department of Informatics Engineering
Depositing User: Fresy Nugroho
Date Deposited: 30 Aug 2022 14:33

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