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1

Kaban, Roberto, Fandy Syahputra, and Fajrillah Fajrillah. "Perancangan Game RPG (Role Playing Game) “Nusantara Darkness Rises”." Journal of Information System Research (JOSH) 2, no. 4 (July 24, 2021): 235–46. http://dx.doi.org/10.47065/josh.v2i4.780.

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Games are generally used for entertainment, so by playing games the players will feel happy. Games can also be used as learning media with the concept of learning while playing. Each game has a set of logical functions and rules that guide the course of the game, as well as targets that must be achieved in each level. Each game has different logic and target functions. RPG(Role Playing Game) is one of the most popular game genres. In RPG games, it allows players to take on the roles of multiple imaginary characters and collaborate to complete in-game challenges. This study aims to create a game with the RPG genre with the theme of Indonesian culture and history. The tools used for designing this game are RPG Maker Mv, which is a special software for creating RPG genre games. In the design stage, the author uses the ADDIE method with stages consisting of Analysis, Design, Development, Implementation, and Evaluation. The result of this research is an RPG game entitled "Nusantara Darkness Risess". It is hoped that with this game, it can attract people's interest to study Indonesian history and culture
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SUARTAMA, I. GEDE ARY, NI LUH PUTU SUCIPTAWATI, and NI MADE ASIH. "IDENTIFIKASI FAKTOR-FAKTOR YANG MEMENGARUHI REMAJA BERMAIN ROLE PLAYING GAME PADA SMARTPHONE." E-Jurnal Matematika 8, no. 3 (August 31, 2019): 194. http://dx.doi.org/10.24843/mtk.2019.v08.i03.p252.

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This research is aimed to determine the factors that influence teenagers playing Role Playing games (RPG) games using factor analysis. Sample of this study were 120 respondents. The respondents were teenager aged 16 years to 24 years who like to play RPG games. The data were obtained from primary sources using questionnaires distributed using Google form. The results showed there were three factors that influence teenagers playing RPG games. Those factors are : 1)The interest and satisfaction when playing the game, 2) Quality of the smartphone and friends, and 3) The quality of internet. The cumulative percentage of the three factors is able to explain 67.34% of the total variable.
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Podvalnyi, M. A. "Consensus and Power in Tabletop Role-playing Games." Sociology of Power 32, no. 3 (October 2020): 53–73. http://dx.doi.org/10.22394/2074-0492-2020-3-53-73.

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This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and also the fact that, in tabletop RPGs, unlike in the majority of the rest of the games known to humanity, the same words from natural languages are used both in order to produce a shift in abstract, symbolic structure of a game, and to artistically describe said shift, all lead to the situation where participants cannot tell a proper symbolic system of a given game from other symbolic systems which this game refers to. In this article, we propose an analytical model of a tabletop RPG which would make it possible to draw stricter borderlines between a given RPG’s fictional world and its inner symbolic structure. Furthermore, it would allow us to formulate a clearer question regarding the structures of power produced while playing an RPG, and what exactly players gain control over while playing it. Moreover, this model would enable us to explore in detail the processes of the individual and collective interpretation of events in a tabletop RPG, and classify facts within said interpretation in relation to whether they are held to be objectively or subjectively true.
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Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (February 26, 2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.

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The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game players in playing role-playing games (RPGs).This study uses the within-subject experimental method with participants who are RPG video game players who have played for at least 1 year, 24 participants participated in the 8 experiment session throughout the study. The results of this study indicate that avatar customization is very important because it can improve the player's self-identification in the game, improve the playing experience, improve the perceived quality of the video game played, increase the flow and immersion of players, and increase gamer loyalty. Another result that was raised was that the use of avatars that were the same gender with players (male players using male avatars) did not have higher flow and immersion than when using different genders (male players use female avatars) so that this raises new issues of gander swapping in the role playing video game that can be continued for further research.
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Nugraha, R. Gita Ardhy, Totok Sumaryanto, and Kamsijo Budi Utomo. "Developing Android Role Playing Game for Elementary Music Learning." Harmonia: Journal of Arts Research and Education 18, no. 2 (January 3, 2019): 181–88. http://dx.doi.org/10.15294/harmonia.v18i2.14018.

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Elementary students prefer to listen to modern songs from the device that they have in their daily life. In the music learning process, the student feels bored because of the monotone learning method, even though the music art learning process is an important process to promote student knowledge about Indonesia’s traditional songs. Innovation is needed because of this condition. This study aims to design and develop an android role-playing game (RPG) for music learning, especially Indonesia’s traditional songs. This study also analyses the worthiness of android RPG game based on expert judgment validation’s score. Based on expert judgment validation’s score, the music art learning media called “Lagu Nusantara” is worthy of supporting the student to learn about the basic of music learning and Indonesia’s traditional songs. The average score is 3.6 for media representation, 4 for the material which presented in this game, and 3.3 for the use of language. The worthiness of this media is above 90% (precisely 90.83%). In conclusion, this RPG game can use by teachers or students to promote music art learning process, especially about Indonesia’s traditional songs.
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Maharani, Septya, Heliza Rahmania Hatta, and Firdha Ayu Selvyani. "Game Sejarah Terbentuknya Kota Samarinda Menggunakan Role Playing Game (RPG) Maker VX Ace." JURNAL INFOTEL - Informatika Telekomunikasi Elektronika 8, no. 1 (May 10, 2016): 56. http://dx.doi.org/10.20895/infotel.v8i1.52.

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Cerita dan sejarah dari terbentuknya sebuah daerah ataupun sebuah tempat memiliki nilai pembentuk akan suatu pola kehidupan serta budaya masyarakat. Informasi sejarah banyak terdapat di buku dan artikel tetapi kebanyakan informasi tersebut dominan berisi tulisan sehingga membuat minat orang untuk membaca kurang sehingga pada era ini sangat sulit untuk menemukan orang terutama anak-anak yang mengetahui tentang sejarah terbentuknya sebuah daerah ataupun tempat. Game merupakan salah satu media yang selain menghibur, juga dapat digunakan sebagai media informasi dan pembangkit motivasi yang efektif. Atas dasar inilah dibangun sebuah game yang menceritakan terbentuknya salah satu kota di Indonesia yaitu Samarinda dalam game yang berjudul Sejarah Terbentuknya Kota Samarinda. Game Sejarah Kota Samarinda merupakan game berjenis Role Playing Game (RPG) yaitu game yang hampir keseluruhan permainannya didasarkan pada cerita. Game ini dibangun dengan menggunakan sebuah RPG Editor Engine atau mesin pengedit RPG yaitu RPG Maker VX Ace. Storyline game dibangun berdasarkan alur cerita dari sejarah terbentuknya kota Samarinda. Game ini didukung dengan berbagai fitur didalamnya yang terdiri dari berbagai jenis misi dan semtuhan graphic 2d. Setelah game Sejarah Terbentuknya Kota Samarinda dibangun, maka dilakukanlah pengujian untuk mengetahui apakah game berjalan dengan baik sehingga game ini dapat dijadikan sebagai media informasi yang dapat membuat pemain tertarik mempelajari sejarah terbentuknya kota Samarinda. Dari hasil pengujian secara fungsionalitas game ini memenuhi harapan dari peneliti untuk mengemas pendidikan dalam bentuk game
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Wahono, Wahyu, Eko Budi Cahyono, and Hariyady Hariyady. "Rancang Bangun Role Playing Game Timun Mas Dan Raksasa Dengan Menggunakan Metode Game Development Life Cycle." Jurnal Repositor 2, no. 11 (December 4, 2020): 1577. http://dx.doi.org/10.22219/repositor.v2i11.1029.

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Penelitian ini bertujuan untuk membangun Game Role-Playing Game (RPG) berdasarkan cerita rakyat Timun Mas dan Raksasa. Pembangunan Game ini untuk memvisualisasikan cerita rakyat Timun Mas dan Raksasa. Cerita pada game berdasarkan cerita rakyat Timun Mas dan Raksasa yang berasal dari wilayah Jawa Tengah. Metode penelitian yang dipakai pada pembuatan game RPG ini yakni Game Development dimana tahapan penelitiannya terdiri dari pitch, pre-production, main production, alpha, beta, dan master. Pada penelitan ini berhasil membangun game RPG Timun Emas yang bersumber dari cerita rakyat Indonesia. Dengan terbangunnya game RPG ini diharapkan akan menarik minat anak-anak untuk memainkannya, terlebih lagi game ini dapat menjadi media penyampai informasi tentang cerita rakyat bagi anak-anak Indonesia pada umumnya.
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Harianto, Ahmad, and Elvi Yenti. "DESAIN DAN UJI COBA GAME EDUKASI KIMIA BERBASIS ROLE PLAYING GAME (RPG) PADA MATERI LAJU REAKSI." JEDCHEM (JOURNAL EDUCATION AND CHEMISTRY) 3, no. 1 (April 8, 2021): 4–10. http://dx.doi.org/10.36378/jedchem.v3i1.1310.

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This research aimed at developing chemistry education game of role playing game (RPG) based on the reaction rate material and to know product quality based on assessment of media, material experts and chemistry teacher subject. This research used the research and development method which refers to development models from Borg and Gall. The conclusion of this research was the chemistry education game of role playing game (RPG) on reaction rate based that was developed fulfills the criteria both of as a media learning chemistry independence. The media expert gave good scores (75.00%), the material expert gave good scores (80.00%), the teachers gave very good scores (92.00%). In the first filed try out, the students gave very good responses (92.10%). The qualitative assessment was suggestions from validators, teachers and students who said that chemistry education game of role playing game (RPG) based on the material of the factors influencing reaction rate have been said good.
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9

Saldanha, Ana Alayde, and José Roniere Morais Batista. "A concepção do role-playing game (RPG) em jogadores sistemáticos." Psicologia: Ciência e Profissão 29, no. 4 (2009): 700–717. http://dx.doi.org/10.1590/s1414-98932009000400005.

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O Role-Playing Game (RPG) vem ganhando cada vez mais espaço entre os jovens no Brasil e na área da pedagogia, na qual vem sendo utilizado como ferramenta de aprendizado nas salas de aula. Este trabalho teve como objetivo determinar qual a concepção que os jogadores sistemáticos possuem a respeito dos jogos de interpretação de personagens, ou Role-Playing Games, bem como quais os fatores motivacionais que levam à prática desse jogo. Foi utilizado para a coleta dos dados um questionário sociodemográfico e uma entrevista semi-aberta, sendo esta última analisada com base em categorias determinadas a partir dos temas suscitados. As categorias demonstraram que o RPG é percebido como um teatro improvisado, uma forma de lazer, uma terapia, uma projeção de personalidade, um facilitador das relações pessoais e como uma confraternização com amigos. Foi determinado ainda que o principal fator motivacional dos jogadores era a amizade, a vontade de estar com os companheiros de jogo. Aparentemente, o jogo de RPG possui tanto características positivas quanto negativas, sendo que a diferença estaria na forma como é utilizado. O resultado da pesquisa abre caminho para futuros estudos sobre esse tipo de jogo que já se encontra inserido na cultura em massa.
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Ghuman, Davinder, and Mark Griffiths. "A Cross-Genre Study of Online Gaming." International Journal of Cyber Behavior, Psychology and Learning 2, no. 1 (January 2012): 13–29. http://dx.doi.org/10.4018/ijcbpl.2012010102.

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One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multi-player Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG), and Real Time Strategy (RTS) Games. Therefore, the current study examines player behaviour and characteristics in these three relatively under-researched online gaming genres. The study examines the differences between the three different game genres in terms of: (i) the demographic profile of players, (ii) the social interactions of players including the number and quality of friends, and how gaming related to real life friendship, and (iii) motivations to play specific game genres. The sample comprised 353 self-selected players. The RPG genre had the highest percentage of female players. The number of hours played per week varied significantly between the genres. RPG players played significantly longer hours than FPS or RTS players. In relation to playing motivation, achievement levels were highest for the FPS genre with RPG genre having the lowest achievement levels. RPG players had the highest immersion levels. RTS players were significantly less likely to report having made friends than players of the other two genres.
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Da Rocha, Fabian Quevedo. "Roll a D6: a role-playing game based approach to the EFL classroom." BELT - Brazilian English Language Teaching Journal 9, no. 2 (January 15, 2019): 535. http://dx.doi.org/10.15448/2178-3640.2018.2.31960.

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This article describes the benefits of using Role-playing games (RPGs) in EFL learning contexts. It is divided in three main parts: the first part introduces the concept and origins of RPGs and briefly discusses their communicative and collaborative aspects; the second part approaches the RPG systematic to the concepts of communicative language teaching (CLT), task based learning (TBL), and active learning as a means to demonstrate how EFL learners can benefit from an approach that involves RPGs; the third part describes and discusses the learning outcomes of a set of RPG based tasks that were developed and used in an EFL context with a group of nine teenagers aging from 12 to 17 years old during their fourth semester in a language school. The article closes with considerations on how RPG based learning can help learners develop not only their speaking and interpersonal skills, but also autonomy.
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최지연. "The Experience of Virtual Reality in RPG(Role Playing Game)." Journal of Indian Philosophy ll, no. 24 (February 2008): 27–50. http://dx.doi.org/10.32761/kjip.2008..24.002.

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Oliveira, Paulo Henrique Pinho. "RPG method improving business games." Independent Journal of Management & Production 9, no. 1 (March 2, 2018): 111. http://dx.doi.org/10.14807/ijmp.v9i1.669.

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The business game methodology is applied for the best universities in the world and has been improved itself throughout the years. Using simulated backgrounds, the players live some experiences that could live in their professional future and take decisions to have success in the game. As all research stream, business game’s evolution not only has to prove your methods and benefits, but also has to know your criticisms. This paper studies these criticisms about the teaching model, specifically the fact that a round of decisions forces the student to take a decision, without he or she realized the real necessity of it. A business game literature review is needed so, and also about some parallel themes that could increase the knowledge and identify news alternatives for the criticisms, mainly about the role-playing-games method characteristics, proposing a new direction for the following researches focusing the improvement of the learning based in games.
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Fiadotau, Mikhail. "Dezaemon, RPG Maker, NScripter: Exploring and classifying game ‘produsage’ in 1990s Japan." Journal of Gaming & Virtual Worlds 11, no. 3 (October 1, 2019): 215–30. http://dx.doi.org/10.1386/jgvw.11.3.215_1.

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The article examines three tools used for hobbyist game development in 1990s Japan: the Dezaemon series of user-customizable shoot ‘em up games, the RPG Tsukūru (RPG Maker) series of tools for creating Japanese-style role-playing games and the NScripter scripting engine for visual novels. In doing so, it aims to highlight the diversity, but also to bring out the commonalities, of game ‘produsage’: producing video games by using dedicated software. The focus on a non-western historical context is an attempt to challenge assumptions about the locales and platforms of game produsage prevalent in English-language scholarship. The article concludes with a two-axis typology of game produsage, based on the degree of expressive freedom their functionality enables and the limitations they impose on users’ distributing their games.
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Yulianto, Budi, Andy Budy Pratama, and Hutomo Widjaja. "Aplikasi RPG Berbasiskan Teknologi Andengine pada Perangkat Mobile Android Gingerbread." ComTech: Computer, Mathematics and Engineering Applications 3, no. 1 (June 1, 2012): 616. http://dx.doi.org/10.21512/comtech.v3i1.2460.

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This article presents an application development of a Tactical Role-Playing Game based on AndEngine on an Android Gingerbread mobile device. The goals of the research are designing an entertaining application that implements artificial intelligence and AndEngine technology as well as presenting Indonesian cultures. The output of the research is a 2-dimension-based Tactical Role-Playing Game application implemented on Android Gingerbread mobile device and a game engine for creating items and skills of the characters for the game. On the application development phase, the research uses literature study, user requirement analysis, and similar game analysis. The research showed that the game application is developed using 2-dimension perception implementing artificial intelligence and AndEngine technology for having interesting control and appearance for users. In addition, it motivates other programmers for developing other game that presents Indonesian cultures, and uses conditional framerate for reducing battery usage on mobile device.
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Kurutz, Yara Pinto Ferreira, Levi Hülse, and Joel Cezar Bonin. "FOLCLORE EM FORMA DE ROLE-PLAYING GAME: CRIAÇÃO DE UM JOGO PARA UTILIZAÇÃO NA EDUCAÇÃO INFANTIL." Extensão em Foco (ISSN: 2317-9791) 8, no. 1 (December 16, 2020): 131–51. http://dx.doi.org/10.33362/ext.v8i1.2482.

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O presente estudo apontou os desdobramentos da utilização do Role-Playing Game (RPG) explorando temas relacionados ao Folclore na educação infantil. Assim sendo, o texto que segue é resultado do desenvolvimento de todas as etapas que foram criadas para a aplicação do projeto de pesquisa. As etapas aqui apresentadas são uma síntese dos tópicos mais importantes que foram utilizados para o desenrolar da atividade central do projeto, a saber, a criação e a aplicação do jogo de RPG sobre o folclore brasileiro para crianças do Ensino Fundamental I, de um núcleo educacional da cidade de Porto União-SC. Dessa forma, o texto aqui apresentado se divide nas seguintes etapas: 1 – o brincar e o aprender e sua conexão com o RPG; 2 – a relação brincar/aprender com a nova BNCC; 3 - o brincar e sua relação com o desenvolvimento infantil; 4 – A aplicação do RPG para o ensino do folclore; 5 – a metodologia da pesquisa; 6 – uma breve explanação sobre o produto educacional; 7 – resultados e discussão e 8 – considerações finais. Vale destacar que como metodologia optou-se pela pesquisa descritiva vinculada a abordagem qualitativa. Esta forma de pesquisa teve como foco principal a intenção de aproximar o conhecimento da vida dos estudantes da faixa etária pré-escolar com os saberes populares ligados ao folclore. Os resultados alcançados correspondem com a finalidade primordial pensada para o projeto, a saber, a capacidade de ensinar um conteúdo diferente com um método de ensino igualmente diferente. Não há dados estatísticos para mensurar o nível de aprendizagem, pois a verdadeira intenção do projeto foi a de ensinar brincando. Palavras-chave: Educação Infantil. Role-Playing Game (RPG). Folclore. Produto educacional. ABSTRACT: The present study pointed out the consequences of using the Role-Playing Game (RPG) exploring themes related to Folklore in early childhood education. Therefore, the text that follows is the result of the development of all the steps that were created for the application of the research project. The steps presented here are a synthesis of the most important topics that were used to carry out the central activity of the project, namely, the creation and application of the RPG game about Brazilian folklore for elementary school children, from an educational center in the city of Porto União-SC. Thus, the text presented here is divided into the following stages: 1 - playing and learning and its connection with the RPG; 2 - the play / learn relationship with the new BNCC; 3 - playing and its relationship with child development; 4 - The application of RPG for teaching folklore; 5 - the research methodology; 6 - a brief explanation of the educational product; 7 - results and discussion and 8 - final considerations. It is worth mentioning that as a methodology, we opted for descriptive research linked to a qualitative approach. This form of research had as main focus the intention of bringing the knowledge of the life of the students of the preschool age group with the popular knowledge linked to folklore. The results achieved correspond to the primary purpose thought for the project, namely, the ability to teach different content with an equally different teaching method. There is no statistical data to measure the level of learning, as the real intention of the project was to teach while playing. Keywords: Early Childhood Education. Role-Playing Game (RPG). Folklore. Educational product.
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Morais, Sérgio Paulo, and Rafael Rocha. "RPG (Role Playing Game): Notas para o ensino-aprendizagem de História." História & Ensino 18, no. 1 (June 9, 2012): 27–47. http://dx.doi.org/10.5433/2238-3018.2012v18n1p27.

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Tresnawati, Dewi, and Ary Akbar Sidiq. "Rancang Bangun Role Playing Game Budaya dan Pariwisata Garut." Jurnal Algoritma 17, no. 2 (September 1, 2020): 525–31. http://dx.doi.org/10.33364/algoritma/v.17-2.525.

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Garut mempunyai budaya dan pariwisata yang menarik, namun tidak sepenuhnya diketahui oleh masyarakat luas. Budaya dan pariwisata Garut ini perlu diperkenalkan ke masyarakat luas, khususnya warga Garut umumnya seluruh Indonesia. Seiring dengan perkemabangan teknologi yang pesat, salah satunya adalah hiburan elekronik, yaitu game. Game merupakan sebuah hiburan elektronik yang dapat dimainkan oleh satu orang atau lebih. Selain untuk hiburan, game juga dapat menjadi sebuah media penyampaian informasi. Oleh karena itu peneliti membuat game sebagai media informasi tentang budaya dan pariwisata Garut. Game ini bertipe Role Playing Game yang bertujuan untuk memperkenalkan budaya dan pariwisata yang ada di Garut. Metodologi yang digunakan adalah Digital Game Based Learning-Instructional Design. Serta metode pengujiannya yaitu alpha dengan black box testing dan pengujian beta untuk kepuasan user. Penelitian ini menghasilkan game mengenai budaya dan pariwisata yang ada di Garut memiliki fitur, menu, latihan soal, battle system, dibuat dengan menggunakan engine RPG Maker VX Ace. Harapannya, informasi mengenai budaya dan pariwisata Kabupaten Garut menjadi lebih dikenal melalui media ini serta bermanfaat untuk masyarakat Garut khususnya dan umumnya Indonesia.
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Agusdinata, Datu Buyung, and Heide Lukosch. "Supporting Interventions to Reduce Household Greenhouse Gas Emissions: A Transdisciplinary Role-Playing Game Development." Simulation & Gaming 50, no. 3 (May 25, 2019): 359–76. http://dx.doi.org/10.1177/1046878119848135.

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Background. Designing interventions for conserving the food, energy, and water nexus at household level poses a significant challenge due to the complex interplay between human behaviors, technologies, and policies. Games show potential to increase awareness for environmental issues and influence behaviors towards more sustainable practices. Aim. By bringing together scientists and practitioners in the game design process, a transdisciplinary (TD) approach is seen as a promising way to integrate available knowledge and establish ownership of the problem and solution options. Few gaming literature, however, looked at combining the two approaches in addressing resource conservation issues. Method. We present a systematic account of the TD approach process of developing a role-playing game (RPG) - called HomeRUN (Role-play for Understanding Nexus). Results. We documented our experiences in terms of challenges as well as the benefits of the TD approach. Interacting disciplines in this process include psychology, economics, engineering, climate, sociology, and computer science. Inputs from each discipline combined with feedback from social actors that include city government, utility companies, and community members facilitated continuous improvements of the RPG design.
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Nurul Izza, Ayu Adista, Alifia Azzahra, and Shella Maharani. "DESAIN APLIKASI ALQURAN BERBASIS ANDROID �SAHABAT NUSA�." Al-Fikri: Jurnal Studi dan Penelitian Pendidikan Islam 3, no. 2 (August 29, 2020): 13. http://dx.doi.org/10.30659/jspi.v3i2.10016.

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The development of technology at this time has developed rapidly. Several Android-based applications have been created and used in various fields. One of them is in the field of learning through gadgets. Android applications for learning quite a lot make it easier to carry out various activities to support productivity. It cannot be denied that gaming is one of the big industries today. Games can be an alternative entertainment to fill spare time and be a very fun activity for children. Various kinds of games currently being developed are based on Desktop / PC (Windows, Linux, Mac, etc.), Mobile (Symbian, Java, Android, iOS), and Web-based (HTML5, Flash). One type that is developing currently is RPG (Role Playing Game) because besides being popular and much in demand by game players, RPG is a type of game that is simple and fun to play. This RPG game contains various features and has an interesting game play. When one examines the necessity to learn the Alquran with technological developments, as well as its popular features, an idea is born to create a new learning innovation that can make it easier for children to learn and understand the Qur'an. This game was created using the RPG Maker VX Ace Game engine with the Ruby programming language because of its simplicity and high level of flexibility. This RPG Maker VX Ace game engine adopts an event script system, where events are specified in the map.�Keywords: Alquran, Aplication, Android
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Araujo, Renata Brasil, Maíra Maria de Alencar Oliveira, and Jeferson Cemi. "Desenvolvimento de role-playing game para prevenção e tratamento da dependência de drogas na adolescência." Psicologia: Teoria e Pesquisa 27, no. 3 (September 2011): 347–55. http://dx.doi.org/10.1590/s0102-37722011000300010.

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O objetivo desse estudo é apresentar o desenvolvimento do Role-Playing Game (RPG) Desafios por uma pesquisa qualitativa que adotou como estratégias: grupos focais, observação direta e questionários. Participaram adolescentes, de ambos os sexos: quatro internados para a dependência química e quatro estudantes do Ensino Médio. Os instrumentos foram: RPG Desafios, entrevista estruturada e escalas analógico-visuais. Após seu desenvolvimento, o jogo foi aplicado em estudo piloto, corrigido, avaliado por juízes e sua versão final foi testada. Conclui-se que o RPG Desafios é útil no tratamento e prevenção da dependência de drogas na adolescência pelo treinamento das habilidades para o enfrentamento de situações-problema e mudança da crença de que o uso de drogas é uma estratégia para resolução de conflitos.
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Prat, P., M. Aulinas, C. Turon, J. Comas, and M. Poch. "Role playing games: a methodology to acquire knowledge for integrated wastewater infrastructures management in a river basin scale." Water Science and Technology 59, no. 9 (May 1, 2009): 1809–16. http://dx.doi.org/10.2166/wst.2009.212.

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Current management of sanitation infrastructures (sewer systems, wastewater treatment plant, receiving water, bypasses, deposits, etc) is not fulfilling the objectives of up to date legislation, to achieve a good ecological and chemical status of water bodies through integrated management. These made it necessary to develop new methodologies that help decision makers to improve the management in order to achieve that status. Decision Support Systems (DSS) based on Multi-Agent System (MAS) paradigm are promising tools to improve the integrated management. When all the different agents involved interact, new important knowledge emerges. This knowledge can be used to build better DSS and improve wastewater infrastructures management achieving the objectives planned by legislations. The paper describes a methodology to acquire this knowledge through a Role Playing Game (RPG). First of all there is an introduction about the wastewater problems, a definition of RPG, and the relation between RPG and MAS. Then it is explained how the RPG was built with two examples of game sessions and results. The paper finishes with a discussion about the uses of this methodology and future work.
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Laureano, Matheus De Oliveira Lunardi, Matheus Lewi Cruz Bonaccorsi de Campos, Francisco De Menezes Cavalcante Sassi, and Martha Elisa Ferreira de Almeida. "Uso do Role-Playing Game (RPG) como complemento didático no ensino de Imunologia." Revista de Ensino de Bioquímica 15, no. 1 (August 9, 2017): 64. http://dx.doi.org/10.16923/reb.v15i1.725.

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O Role-Playing Game (RPG) é definido como um jogo de interpretação de papéis, no qual os participantes podem jogar uns contra os outros, ou trabalharem juntos em prol de um objetivo. Assim, elaborou-se um jogo de RPG para trabalhar o conteúdo de Imunologia com crianças e adolescentes (5a a 8a série) onde as batalhas medievais, envolvendo criaturas fantásticas, se associam a elementos que compõem o Sistema Imunológico, como um xamã que representa um linfócito T. O mestre, neste caso o professor, guiará os participantes para ensinar o conteúdo de forma lúdica, ao longo de uma “guerra” dentro de uma pessoa. Os alunos controlarão os personagens responsáveis por atacar e defender o corpo (agentes infecciosos e glóbulos brancos, respectivamente) dispondo de um dado para a rolagem de suas ações no jogo. Como resultado, espera-se com este trabalho que o conteúdo de Imunologia seja fixado mais facilmente, de forma agradável e divertida.
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Martins de Araújo, Daniel Victor, and Cleire Lima Da Costa Falcão. "UTILIZANDO O ROLE PLAYING GAME (RPG) COMO UM RECURSO DIDÁTICO NO ENSINO DE GEOGRAFIA FÍSICA." Revista da Casa da Geografia de Sobral (RCGS) 21, no. 2 (September 30, 2019): 1289–99. http://dx.doi.org/10.35701/rcgs.v21n2.571.

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A utilização de novas metodologias em sala de aula é um assunto recorrente dentro das discussões sobre o ensino de geografia. Possuindo isso em mente, como produto da disciplina de Oficina em Geografia II da Universidade Estadual do Ceará (UECE) foi elaborado um material didático alternativo com objetivo de auxiliar os docentes na construção de um ensino contextualizado de Geografia. Essa pesquisa objetiva apresentar uma metodologia alternativa para o ensino de Geografia que visa praticar além da ação cognitiva de memorizar um conceito, trabalhando a interdisciplinaridade, a criatividade, o emocional e a cooperação. A proposta foi construir um RPG (Role Playing Game), que é um jogo que se utiliza da interpretação de personagens para criar e contar histórias coletivamente nas quais todos os agentes se tornam ativos dentro desse processo. Realizaram-se os seguintes procedimentos: revisão bibliográfica, seleção e adaptação do sistema de regras. Por fim, produziu-se a aventura de RPG intitulada “A busca pelo arco de Gelo”, que trabalha alguns aspectos físicos do nordeste brasileiro principalmente do estado do Ceará. Após a elaboração do material constatou-se a importância de trabalhar perspectivas para além do conteudismo. Sentiu-se a necessidade de aplicar no ensino básico para mensurar seu real impacto. Palavras-chave: Recurso Didático. RPG. Geografia Física. ABSTRACTThe use of innovative methodologies in the classroom is a recurring subject in discussions about geography teaching. With that in mind, as a result of the discipline Workshop in Geography II from the State University of Ceará (UECE) was created, an alternative didactic material with the aid of teachers in the construction of a contextualized geography teaching. This research looks to show an alternative perspective for the teaching of geography that aims to practice beyond the cognitive action of memorizing the concept, but also working on interdisciplinary, creativity, the emotional and cooperation. The proposal was to build an RPG (Role Playing Game), which is a game that uses character interpretation to create and tell stories collectively in which all agents become active within that process. The following procedures were executed: bibliographic review, selection and adaptation of the rules system. At the end, it produced an adventure of RPG "The search for the arc of Ice" that works on physical aspects from the Brazilian northeast, focusing on the state of Ceará. After the material elaboration, it was clear the importance to work on perspectives beyond content. It felt the need to apply the didactic resource to measure its real impact. Keywords: Didactic Resource. RPG. Physical geography. RESUMEN El uso de metodologías innovadoras en el aula es un tema recurrente en los debates sobre la enseñanza de la geografía. Con eso en mente, como resultado de la disciplina Taller de Geografía II de la Universidad Estatal de Ceará (UECE), se creó un material didáctico alternativo con la ayuda de los maestros en la construcción de una enseñanza de geografía contextualizada. Esta investigación busca mostrar una perspectiva alternativa para la enseñanza de la geografía que tiene como objetivo practicar más allá de la acción cognitiva de memorizar el concepto, pero también trabajando en la interdisciplinaria, la creatividad, lo emocional y la cooperación. La propuesta era construir un juego de rol (RPG), que es un juego que utiliza la interpretación de personajes para crear y contar historias colectivamente en las que todos los agentes se vuelven activos dentro de ese proceso. Se ejecutaron los siguientes procedimientos: revisión bibliografico, selección y adaptación del sistema de reglas. Palabras clave: Recurso didáctico. RPG Geografía Física.
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Shofa, Hilyatush, and Herman Dwi Surjono. "Pengembangan multimedia pembelajaran berbasis role playing games (RPG) pada materi lingkaran untuk siswa SMP/MTs kelas VIII." Jurnal Inovasi Teknologi Pendidikan 5, no. 2 (October 30, 2018): 151–64. http://dx.doi.org/10.21831/jitp.v5i2.15048.

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Penelitian ini bertujuan: (1) menghasilkan produk multimedia pembelajaran berbasis RPG pada materi lingkaran untuk siswa SMP/MTs Kelas VIII yang layak digunakan dalam proses pembelajaran, (2) mengetahui efektivitas produk tersebut dalam meningkatkan pemahaman konsep, dan (3) mengetahui efektivitas produk tersebut dalam meningkatkan motivasi belajar. Penelitian pengembangan ini mengacu pada langkah-langkah yang dikembangkan oleh Alessi & Trollip yang meliputi tiga tahap: perencanaan, perancangan, dan pengembangan. Pada keseluruhan tahap tersebut, evaluasi berkelanjutan dilaksanakan untuk memantau kualitas produk yang dikembangkan. Hasil penelitian menunjukkan bahwa: (1) produk multimedia pembelajaran berbasis RPG pada materi lingkaran untuk siswa SMP/MTs Kelas VIII dinyatakan layak digunakan dalam proses pembelajaran berdasarkan penilaian sangat baikyang diberikan oleh ahli materi dan ahli media, serta respon sangat positif yang diberikan oleh siswa; (2) produk tersebut efektif dalam meningkatkan pemahaman konsep, berdasarkan perolehan nilai gain sebesar 0,57; dan (3) produk tersebut efektif dalam meningkatkan motivasi belajar siswa, berdasarkan peningkatan rata-rata skor skala motivasi sebelum dan sesudah penggunaan produk sebesar 1,86%.Kata kunci: multimedia pembelajaran, game, RPG, lingkaran DEVELOPING A ROLE PLAYING GAME (RPG)-BASED INSTRUCTIONAL MULTIMEDIA ON THE SUBJECT OF CIRCLE FOR GRADE 8 STUDENTS OF JUNIOR HIGH SCHOOLAbstractThis research aimed to: (1) produce a RPG-based instructional multimedia on the subject of circle for grade 8students of junior high school feasible to use in learning processes, (2) identify the effectiveness of the developed product to promote conceptual understanding, and (3) identify the effectiveness of the developed product to promote learning motivation. This development study referred to the model suggested by Alessi & Trollip. The developmental design was grouped into three steps, consisting of planning, design, and development. In all of the steps, on-going evaluation was done to monitor the quality of the developed product. The research findings revealed that: (1) the RPG-based instructional multimedia on the subject of circle for grade 8students of junior high school was feasible to use in learning processes based on the very good assessment given by subject matter experts and media experts, and very positive responses given by students; (2) the developed product was effective to promote conceptual understanding based on the gain score result of 0.57; and (3) the developed product was effective to promote learning motivation based on the increase of average score of motivation scale before and after the use of the product by 1.86%.Keywords: instructional multimedia, game, RPG, circle
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Fernandes, M. L. S., and C. S. Romero. "Role-Playing Game (RPG): O Lúdico como Estímulo às Questões Literárias e Textuais." Todas as Letras: Revista de Língua e Literatura 18, no. 2 (August 30, 2016): 251–62. http://dx.doi.org/10.15529/1980-6914/letras.v18n2p251-262.

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Soares, Amanda Nathale, Maria Flávia Gazzinelli, Vânia de Souza, and Lucas Henrique Lobato Araújo. "The Role Playing Game (RPG) as a pedagogical strategy in the training of the nurse: an experience report on the creation of a game." Texto & Contexto - Enfermagem 24, no. 2 (June 2015): 600–608. http://dx.doi.org/10.1590/0104-07072015001072014.

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This is an experience report on the creation of a Role Playing Game used as a pedagogical strategy for promoting the development of autonomy and critical-reflexive thinking among undergraduate students of Nursing during their training. The game's creation took place in the School of Nursing of the Federal University of Minas Gerais, between November 2011 - March 2012, involving four stages: definition of the game design; creation of the game's prototype; and evaluation of the game's dynamic by players of Role Playing Games; and preparation of the 'masters'. The game was created with the aim of providing the students of the Nursing Course with metaphorical experience of problem-situations corresponding to the main scenarios of professional activity. It is believed that the game prepared constitutes a pedagogical strategy in which the students engage and become involved in their process of thinking, of elaborating new meanings, of knowing and of acting.
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Randi, Marco Antonio Ferreira, and Hernandes Faustino de Carvalho. "Learning through role-playing games: an approach for active learning and teaching." Revista Brasileira de Educação Médica 37, no. 1 (March 2013): 80–88. http://dx.doi.org/10.1590/s0100-55022013000100012.

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This study evaluates the use of role-playing games (RPGs) as a methodological approach for teaching cellular biology, assessing student satisfaction, learning outcomes, and retention of acquired knowledge. First-year undergraduate medical students at two Brazilian public universities attended either an RPG-based class (RPG group) or a lecture (lecture-based group) on topics related to cellular biology. Pre- and post-RPG-based class questionnaires were compared to scores in regular exams and in an unannounced test one year later to assess students' attitudes and learning. From the 230 students that attended the RPG classes, 78.4% responded that the RPG-based classes were an effective tool for learning; 55.4% thought that such classes were better than lectures but did not replace them; and 81% responded that they would use this method. The lecture-based group achieved a higher grade in 1 of 14 regular exam questions. In the medium-term evaluation (one year later), the RPG group scored higher in 2 of 12 questions. RPG classes are thus quantitatively as effective as formal lectures, are well accepted by students, and may serve as educational tools, giving students the chance to learn actively and potentially retain the acquired knowledge more efficiently.
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Putra, Moch Ridho Alfikri Limandika, Galang Prihadi Mahardhika, and Hanson Prihantoro Putro. "Penerapan Kemampuan Problem solving pada Siswa SMP Menggunakan Pendekatan Computational Thinking (CT) Berbasis Role Playing Game (RPG)." Format : Jurnal Ilmiah Teknik Informatika 8, no. 2 (February 4, 2020): 158. http://dx.doi.org/10.22441/format.2019.v8.i2.009.

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Problem solving adalah salah satu kemampuan untuk memecahkan sebuah masalah. Baik itu permasalahan komputasi maupun permasalahan sehari-hari. Kemampuan ini dapat memberikan penggunanya untuk menyelesaikan masalah dalam bentuk apapun. Karena pentingnya kemampuan tersebut, maka harus diterapkan sedari dini saat masih dalam usia sekolah. Kemampuan problem solving jika ditanamkan sejak dini, akan sangat membantu siswa-siswi dalam hal menyelesaikan tugas-tugas yang diberikan. Namun tidak semudah yang dibayangkan, masih banyak siswa-siswi yang kurang menaruh perhatian lebih kepada kemampuan problem solving ini. Penyebabnya tidak lain adalah teknik pengajaran yang masih dianggap membosankan, ini menyebabkan rasa malas untuk mempelajari apalagi mendalami tentang problem solving. Salah satu pendekatan yang bisa digunakan untuk melatih kemampuan ini adalah pendekatan Computational Thinking. Pada penelitian ini penulis membuat sebuah game edukasi Computational Thinking berbasis Role Playing Game. Game ini dibuat dengan menggunanakan beberapa rancangan yaitu Game Design Document dan Hierarchy plus Input Process Output. Serta metode yang digunakan adalah metode Analyze, Design, Development, Implementation, Evaluation. Dalam penelitian ini penulis mengujikan langsung kepada para murid dan mendapatkan hasil yang sangat memuaskan. Game yang dibuat dapat membuat para murid menjadi lebih termotivasi untuk belajar mengenai kemampuan problem solving. Ini berdasarkan data yang di dapat melalui pembuatan kuisioner. Metode yang digunakan dalam pembuatan kuisioner adalah skala likert. Game yang dibuat mendapatkan respon yang sangat positif dari para murid dalam berbagai aspek. Sehingga menghasilkan kesimpulan bahwa game Role Playing Game ini telah layak untuk dijadikan sebagai media untuk memotivasi para murid dalam hal mempelajari serta menanamkan kemampuan problem solving yang baik sejak dini.
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Mota, Fernanda Pinto, Miriam Born, Marilton Aguiar, and Diana Francisca Adamatti. "The Strategies of the Players of an RPG Game in the Context of Water Resources Management: an analysis based on the Discourse of the Collective Subject." Revista Eletrônica em Gestão, Educação e Tecnologia Ambiental 25 (March 22, 2021): e1. http://dx.doi.org/10.5902/2236117055298.

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Games are widely used in Education because they enable analyzing strategies that come close to reality. In Environmental Education, the game helps understand a particular theme and allows the observation of the approach from a player’s perspective. In this way, each person can develop strategies that s/he considers relevant in the game. This study analyzes players’ strategies in an RPG (Role-Playing Game) in water resources. This work's main contribution is an empirical and qualitative study on individuals’ motivation and how they developed their strategies. As a result, we present the analysis of the players' habits through a semi-structured interview, which resulted in a set of speeches based on the Collective Subject Discourse (CSD).
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JUPIT, AMELIA JATI ROBERT, JIAN WEI FAN, and SARAH SAMSON JUAN. "AirXorcist: Raising Awareness About Air Pollution through Narrative Storytelling in Computer Game." Trends in Undergraduate Research 4, no. 1 (June 25, 2021): c20–27. http://dx.doi.org/10.33736/tur.2808.2021.

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Air pollution has been on the rise and poses a severe problem that needs the public’s attention and action. There is an urgency to raise awareness about air pollution among the people. Computer games can be used as a medium to raise awareness about topics of interest, such as air pollution. We have conducted an online preliminary survey among public members through random sampling to study their awareness level on air pollution and general opinion about a computer game. From the survey, we have found that the public has inaccurate knowledge about air pollution, and some of them were not aware that they have directly contributed to air pollution as well. The survey has also revealed that there is a need for role-playing game (RPG) educative games for the public. Thus, an edutainment RPG computer game entitled “AirXorcist” was developed using the Agile methodology to raise awareness about air pollution. We have also employed a story-telling method in the game to educate players about air pollution. Two tests, namely pre-game and post-game tests, were conducted to determine whether the game can raise public awareness about air pollution. From the analysis, we obtained the t-test statistics = -7.072 and p-value = -0.000002. The result shows sufficient evidence to suggest that the AirXorcist game has successfully helped relay information and raise public awareness about air pollution.
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Sofiana, Nina. "Developing cooperative integrated reading and composition-based role-playing game application as an alternative media in the reading learning." Journal on English as a Foreign Language 8, no. 2 (September 24, 2018): 170. http://dx.doi.org/10.23971/jefl.v8i2.887.

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<p>The objective of this study is to develop Role-Playing Game (RPG) application as an alternative media in reading learning. The developed RPG application is based on Cooperative Integrated Reading and Composition (CIRC). The implementation of the developed RPG application is aimed to provide learning materials of reading skill in more attractive way to generate an innovative learning environment in which the students will not be uninterested in the learning process. The study is education research and development (R&amp;D) which consisted of research and information collecting, planning, developing product form, expert validation, product revision, field testing and developing final product. The subjects are the students and English teachers from one of vocational schools in Pati, Central Java, Indonesia. The instruments of this research are observation, documentation and questionnaire. Using qualitative and quantitative data analysis, the media developed contained some texts and it belonged to good category as the result of validation from material and media experts. After the developed media was used in reading learning, it was found that the students had positive response toward it. Thus, it can be deduced that the RPG application developed can be used as a media in learning process of reading skill.</p>
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Muttakin, Muhammad Yoga Adliyani, Suryo Adi Wibowo, and Renaldi Primaswara P. "GAME TURN-BASED ROLE PLAYING GAME (TURN-BASED RPG) “GRAND LINE” DENGAN UNITY GAME ENGINE BERBASIS ANDROID MENGGUNAKAN METODE HIERARCHIAL DYNAMIC SCRIPTING." JATI (Jurnal Mahasiswa Teknik Informatika) 4, no. 2 (December 20, 2020): 254–61. http://dx.doi.org/10.36040/jati.v4i2.2705.

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Penelitian ini bertujuan untuk membuat sebuah game ber-genre turn-based rpg menggunakan unity game engine dan dapat dimainkan di smartphone dengan system operasi android. Pada game ini juga bertujuan untuk mengenalakan legenda yang ada di Indonesia. Metode Hierarchial Dynamic Scripting (HDS) merupakan metode pengembangan dari Dyanamic Scripting dengan mengadaptasi arsitektur Hierarchial Task Network untuk membentuk sebuah tree. Oleh karena itu, tahapan pada modul HDS memiliki kesamaan dengan tahapan dalam metode Dyanamic Scripting. Berdasarkan pengujian fungsional, kontrol pemain AI pada NPC dapat bekerja dengan baik dalam memproses kondisi yang diberikan oleh pemain didalam game. Tombol-tombol pada menu utama dapat berfungsi.
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Tan, Chek Tien, and Ho-lun Cheng. "Tactical Agent Personality." International Journal of Computer Games Technology 2011 (2011): 1–16. http://dx.doi.org/10.1155/2011/107160.

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This paper proposes a novel agent personality representation model used to provide interagent adaptation in modern games, coined as the Tactical Agent Personality (TAP). The TAP represents the tactical footprints of a game agent using a weighted network of actions. Directly using the action probabilities to model an agent's personality, removes the time and effort required by experts to craft the model as well as eliminates the performance dependency on expert knowledge. The effectiveness, versatility, generality, scalability, and robustness claims of the TAP architecture and its variations are applied and evaluated across a variety of game scenarios, namely, First-person shooters (FPSs), real-time strategy (RTS) games, and role-playing games (RPG), where they are shown to exhibit plausible adaptive behavior.
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Eldiana, Novia frisda, and Novita eka Muliawati. "PENGEMBANGAN GAME “COC” RPG MAKER MV SEBAGAI MEDIA PEMBELAJARAN PADA MATERI KPK." APOTEMA : Jurnal Program Studi Pendidikan Matematika 2, no. 5 (August 18, 2019): 150–61. http://dx.doi.org/10.31597/ja.v2i5.740.

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Matematika merupakan sebuah pelajaran mendasar yang perlu dikuasai. Namun banyak siswa yang merespon negatif terhadap mata pelajaran ini. Sehingga perlu dilakukan inovasi dengan menggunakan game edukasi. Penelitian ini merupakan penelitian pengembangan.Penelitian ini bertujuan untuk mengembangkan media pembelajaran game edukasi berbasis RPG Maker MV pada materi KPK kelas VII SMPN 1 Karangrejo, Tulungagung. Model pengembangan yang digunakan adalah ADDIE yang terdiri dari tahap analysis (analisis), design (perancangan), development (pengembangan), implementation (implementasi), dan evaluation (evaluasi). Instrumen yang digunakan meliputi angket penilaian kualitas media pembelajaran yang diberikan kepada dosen ahli materi, dosen ahli media dan guru serta angket minat belajar untuk siswa Game RPG (Role Playing Game) merupakan jenis game yang menitik beratkan pada peran dan jalan cerita yang memiliki tujuan. Pemain saling berinteraksi dengan pemain lainnya untuk mencapai tujuan akhir dalam game. Penelitian ini merupakan penelitian pengembangan. Prosedur dalam penelitian ini terdiri dari analisis produk game yang dikembangkan, mengembangkan produk awal, dan menguji coba produk.. Hasil yang diperoleh game “COC” valid dengan rata-rata penilaian sebesar 3,17 dari validator ahli dan 3,7 dari validator media. Hasil angket praktikalitas dari lima calon guru sebesar 82% dan dari dua puluh siswa sebesar 76%. Sehingga game “COC” berbasis RPG Maker MV yang dibuat juga praktis.
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Pratama, Reno Renaldi, and Ade Surahman. "PERANCANGAN APLIKASI GAME FIGHTING 2 DIMENSI DENGAN TEMA KARAKTER NUSANTARA BERBASIS ANDROID MENGGUNAKAN CONSTRUCT 2." Jurnal Informatika dan Rekayasa Perangkat Lunak 1, no. 2 (January 3, 2021): 234–44. http://dx.doi.org/10.33365/jatika.v1i2.619.

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Game merupakan salah satu media hiburan yang banyak diminati oleh kalangan masyarakat, dari anak usia dini hingga orang dewasa. Secara umum game dibagi menjadi 7 (tujuh) jenis yang diterapkan yaitu, RTS (Real Time Strategy), FPS (First Person Shooter), RPG (Role Playing Game), Construction and Management Simulation Games, Vehicle Simulation, Action, Adventure dan Fighting. Dalam penelitian ini dilakukan perancangan sebuah game fighting dengan tema karakter nusantara. Selain menjadi media hiburan, game ini bertujuan untuk memperkenalkan pakaian dan senjata adat laki-laki dari 10 provinsi yang ada di pulau Sumatradengan menggunakan construct 2sebagai engine game. Perancangan game menggunakan metode pengembangan Multimedia Development Life Cycle (MDLC) yang terdiri dari 6 tahap yaitu, Concept, Design, Obtaining Content Material, Assembly, Testing, dan Distribution. Aplikasi game ini diuji mengunakan pengujian ISO 9126, dengan hasil pengujian aspek functionality sebesar 98,67%, efficiency sebesar 98,22%, usability sebesar 98,00%, dan portability sebesar 100,00%. Presentase total dari pengujian ISO 9126 untuk kualitas software game ini adalah 98,75% yang dinyatakan sangat layak
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O’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (October 21, 2010): 147–65. http://dx.doi.org/10.7202/044785ar.

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Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.
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Rosa, Maurício. "Pesquisa qualitativa em Educação Matemática a distância: aspectos importantes do uso do Role Playing Game como procedimento metodológico de pesquisa." Educar em Revista, no. 45 (September 2012): 231–58. http://dx.doi.org/10.1590/s0104-40602012000300016.

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Este artigo evidencia aspectos do Role Playing Game (RPG), jogo de representação de personagens, que o tornam um importante procedimento de investigação em termos de Pesquisa Qualitativa em Educação (no caso, Educação Matemática) a Distância. Esse jogo foi adotado em uma pesquisa (ROSA, 2008) que estudou as relações estabelecidas entre a construção de identidades online e o ensino e a aprendizagem do conceito de Integral Definida (conceito do Cálculo Diferencial e Integral) em um curso a distância. Assim, a partir dessa investigação que utilizou o RPG jogado a distância, via chat, como procedimento de coleta de dados, discutimos a inserção desse jogo como procedimento metodológico de pesquisa em Educação Matemática a Distância e caracterizamos como esse processo liga-se a questões referentes à Pesquisa Qualitativa nesse novo cenário: o ciberespaço. Logo, assumimos que adotar o RPG como procedimento de pesquisa favorece tanto o pesquisador, quanto os sujeitos investigados, em termos de mostrarem-se como "diferentes" mesmo sendo "os mesmos" (ROSA, 2008) e isso potencializa a produção do conhecimento matemático, bem como a análise das ações e possibilidades educacionais vislumbradas pelo ser online que se apresenta no ambiente natural apresentado. Também apontamos a adoção do RPG como fator que impele e amplia a concepção pós-estruturalista de Educação que, em ambientes virtuais, cada vez mais, vem destacando e estabelecendo uma amplitude de investigação que transforma esse espaço imaginativo e surpreendente em um ambiente natural de pesquisa.
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Freitas, Leandro, Camila Sitko, and Maria Chagas. "Panorama do RPG (Role-Playing Game) no Ensino de Física no período de 2015-2019." Revista Ensino & Pesquisa 18, no. 3 (December 2, 2020): 53–64. http://dx.doi.org/10.33871/23594381.2020.18.3.53-64.

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Mustofa, Mustofa, Sidiq Sidiq, and Eva Rahmawati. "PENERAPAN FINITE STATE MACHINE UNTUK PENGENDALIAN ANIMASI PADA VIDEO GAME RPG NUSANTARA LEGACY." Jurnal Sistem Komputer Musirawas (JUSIKOM) 3, no. 1 (June 26, 2018): 1. http://dx.doi.org/10.32767/jusikom.v3i1.251.

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Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara
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Swadyaya, Putu Yana. "Pengembangan Media Pembelajaran Berbasis Role Playing Game (RPG) Untuk Siswa Kelas X SMK Negeri 3 Yogyakarta." Elinvo (Electronics, Informatics, and Vocational Education) 4, no. 2 (November 27, 2019): 118–29. http://dx.doi.org/10.21831/elinvo.v4i2.28323.

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The purpose of this study is to develop a game like learning media program about resistor’s color code reading and simple resistor circuits made in RPG Maker MV game engine for grade X vocational school student. The developed learning media includes: learning media program, student workbook, and a complementary module book. The method of research and development is used in this study. Descriptive analysis was used on the feasibility analysis of learning media. Result of experts and users test validation stated that the developed learning media is in the feasible category based on all validated and tested aspects. First educational expert’s assessment shows feasibility level of 93.04% (Very Feasible). Second educational expert’s assessment shows feasibility level of 72.17% (Feasible). First media expert’s assessment shows feasibility level of 86.65% (Very Feasible). Second media expert’s assessment shows feasibility level of 89.29% (Very Feasible). User trial assessment shows feasibility level of 78.52% (Feasible)
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Lee, Seunh Hoon, and Doo Heon Song. "Functional usability analysis of top Korean mobile role playing games based on user interface design." Indonesian Journal of Electrical Engineering and Computer Science 13, no. 1 (January 1, 2019): 123. http://dx.doi.org/10.11591/ijeecs.v13.i1.pp123-128.

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<p>Mobile Tole Playing Games (RPGs) are now very popular in gaming market. Still, we have great constraint in hardware provided such as screen size and interaction speed. Adopting techniques such as auto play enables the game designers to weaken the burdens of porting RPG scales to mobile platform. However, the interface design in mobile platform becomes quite different from PC based platform. In this paper, we investigate how user interface functionalities are provided for popular mobile RPGs based on google play downloaded between the year of 2014 and 2016. We analyze the commonalities and the differences of recent successful mobile RPGs first and take a user survey with heuristics. In result, subjects who are 16 ~ 25 in age weakly accept current interface layout and control as over 70% positive rate in 4 point Likert scale test.</p>
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Alves, César Henrique Morais, and Aldemar Araujo Castro. "O RPG (roleplaying game) como ferramenta de ensino do suporte básico da vida." Revista de Medicina 97, no. 1 (March 15, 2018): 30–35. http://dx.doi.org/10.11606/issn.1679-9836.v97i1p30-35.

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Objetivo. Determinar a diferença de proporção de desempenhos satisfatórios nas avaliações de habilidades em Suporte Básico da Vida (SBV) em estudantes de medicina depois de utilizar o RPG (role-playing game) como ferramenta de ensino comparado com antes do RPG. A hipótese é que a diferença de proporção é de 10% a mais após o uso do RPG. Métodos. Tipo de estudo: antes-depois. Amostra: estudantes do curso de graduação em medicina, do primeiro ao último ano, estratificados por ano em uma amostra por conveniência. Procedimentos: Foram realizadas sessões de RPG simulando diferentes situações da parada cardiorrespiratória, com avaliação dos participantes imediatamente antes e depois destas sessões. Variável: a diferença de proporção de desempenhos satisfatórios nas avaliações de habilidades em SBV depois de utilizar o RPG como ferramenta de ensino comparado com antes. Foi utilizado um formulário padronizado para avaliar as habilidades e os conhecimentos. Método estatístico: o tamanho da amostra foi estimado em 77 participantes. A análise estatística foi realizada com o teste de McNemar, e foi calculado o intervalo de confiança de 95%. Resultados. A diferença de proporção de desempenhos satisfatórios nas avaliações de habilidades em SBV depois de utilizar o RPG como ferramenta de ensino comparado com antes foi de 58% (IC95% 45 a 71, P < 0,0001). A diferença de proporção de desempenhos satisfatórios nas avaliações de conhecimentos sobre SBV depois de utilizar o RPG comparado com antes foi de 36% (IC95% 24 a 48, P < 0,0001). Conclusões. O uso do RPG no ensino do SBV pode melhorar a aquisição de habilidades e conhecimentos em SBV.
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Strazzi, Allan Reveriego, and Felipe Yann Cavalcanti Gonçalves. "Diálogos entre Neomedievalismo, História e Jogos eletrônicos." Intelligere, no. 9 (August 23, 2020): 312–25. http://dx.doi.org/10.11606/issn.2447-9020.intelligere.2020.173310.

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Este artigo pretende lançar luz acerca das possíveis conexões entre jogos digitais e a História através do conceito de neomedievalismo. Serão analisados principalmente os jogos do gênero de Grand Strategy Wargame e Role Playing Game (RPG) por meio de estudos de caso. Esse tipo de jogo digital constrói um contexto histórico que pode ser manipulado e moldado pelo jogador, permitindo uma recriação contrafactual do passado.
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Ridwan, Moh, Wahyu Andhyka Kusuma, and Hardianto Wibowo. "Pengukuran emosi berdasarkan biofeedback sensor pada game berjenis battle royale." Jurnal Repositor 2, no. 11 (December 4, 2020): 1464. http://dx.doi.org/10.22219/repositor.v2i11.772.

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Game merupakan salah satu aktivitas yang saat ini tidak bisa dipisahkan dari setiap individu. Secara umum, genre pada game dibagi menjadi 5 yaitu strategy, role-playing games (RPG), sport, adventures, puzzle action. Berkembangnya teknologi munculah genre-genre baru, salah satu yaitu battle royale. Munculnya battle royale menjadikan genre tersebut, genre yang paling banyak dilihat oleh streamers online. Salah satu game dengan genre battle royale adalah PlayersUnknown’s BattleRoyale atau lebih dikenal PUBG. Dengan populernya PUBG tersebut munculah ide permasalahan yaitu, bagaimana sebenarnya feedback yang diberikan pemain saat seorang sedang bermain game PUBG sehingga, membuat sesorang candu akan PUBG. Ada beberapa aspek untuk bisa mengetahui permasalahan tersebut, salah satunya adalah emosi. Secara umum emosi merupakan dorongan untuk bertindak sehingga, pada penelitian ini emosi digunakan untuk mengetahui feedback atau experience yang dialami pemain. Dengan menggunakan dua sensor biofeedback yaitu pulse sensor dan galvanic skin respons, penelitian ini akan mengukur emosi pemain saat bermain game PUBG.
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Scattone, Vitor Villar, and Adriana Marcassa Tucci. "Uso do Role-Playing Game no treinamento de habilidade de enfrentamento das situações de risco para o uso de drogas." Estudos e Pesquisas em Psicologia 18, no. 2 (December 31, 2018): 645–66. http://dx.doi.org/10.12957/epp.2018.38817.

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O Role-Playing Game (RPG) é uma intervenção lúdica que pode favorecer o treinamento de habilidades de enfrentamento (THE). O objetivo deste estudo foi avaliar a eficácia do uso do RPG no THE das situações de risco para o uso de drogas, mais especificamente, avaliar a autoconfiança do usuário para resistir a esse uso nessas situações. Estudo exploratório, randomizado e constituído por grupos controle e experimental, com cinco usuários em cada. Os participantes estavam internados em uma instituição privada. Os instrumentos utilizados foram: Alcohol, Smoking and Substance Involvement Screening Test (ASSIST) e Brief Situational Confidence Questionnaire (BSCQ). A análise de dados foi realizada por meio da análise de variância com medidas repetidas. A intervenção ocorreu ao longo de quatro semanas, com um encontro semanal e no formato de grupo. Os resultados apontam que o THE proporcionou aumento da autoconfiança dos participantes no enfrentamento de diferentes situações de risco que desencadeiam o uso de drogas, especialmente diante de situações de conflitos pessoais, familiares e sociais; houve também aumento da autoconfiança para recusar o uso de droga em situações que a usava descontroladamente. O RPG pode ser uma ferramenta útil e complementar para THE das situações de risco para o uso de drogas.
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Ningsih, Nurhayati, Prabowo Prabowo, and Wahono Widodo. "PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ROLE PLAYING GAME (RPG) MAKER XP PADA MATERI KESETIMBANGAN BENDA TEGAR UNTUK MELATIHKAN KETERAMPILAN BERPIKIR KRITIS SISWA." JPPS (Jurnal Penelitian Pendidikan Sains) 6, no. 1 (January 31, 2017): 1107. http://dx.doi.org/10.26740/jpps.v6n1.p1107-1112.

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This research aims to develope learning media–based on Role Playing Game (RPG) Maker XP to practice critical thinking skills of high school students. Learning Media developed, adapting Dicks and Careys model that modified by DDD-E model. The learning media experiment hold at SMA Negeri 2 Probolinggo in the three repliction classes, namely XI MIPA1, XI MIPA2, and XI MIPA3 by using design of one group pretest-postest design. Technical of data analyse used analyse of qualitative descriptive and inferential statistic for critical thinking skills test. The result of research showed that learning media developed , is reasonable to be used. The learning can be carried out very well. The students activities that showed prominently is to do discussion. Critical thinking skills of the students increased by an everage gain rating of 0.7 in the class XI MIPA1; 0.6 in the class XI MIPA2; and 0.7 in the class XI MIPA3. The result of statistics experiment showed that: (1) there are differences of Critical thinking skills of the students between classes of XI MIPA1, XI MIPA2, and XI MIPA3, (2) There is increasing of student skill, before and after learning by using developing learning media, and (3) there is difference of increasing Critical thinking skills of students between XI MIPA1, XI MIPA2 and XI MIPA3. The students response showed very positive to do learning. Therefore, based on the data analyse can be concluded that Learning Media based on “ Role Playing Game (RPG) Maker XP” is valid, practical and effective, so it is reasonable used to practice Critical thinking skills. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Role Playing game (RPG) Maker XP untuk melatihkan keterampilan berpikir kritis siswa. Media pembelajaran yang dikembangkan mengadaptasi model pengembangan Dick dan Carey yang dimodifikasi dengan model DDD-E. Uji coba media pembelajaran dilakukan di SMA Negeri 2 Probolinggo pada tiga kelas replikasi yaitu XI MIPA1, XI MIPA2 dan XI MIPA3 dengan menggunakan rancangan one group pretest-postest design. Teknik analisis data menggunakan analisis deskriptif kualitatif dan statistik inferensial untuk tes keterampilan berpikir kritis. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan layak digunakan. Keterlaksanaan pembelajaran berkategori sangat baik. Aktivitas siswa yang menonjol adalah melakukan diskusi. Keterampilan berpikir kritis siswa mengalami peningkatan dengan nilai rata-rata gain sebesar 0,7 di kelas XI MIPA1; 0,6 di kelas XI MIPA2; dan 0,7 di kelas XI MIPA3. Hasil uji statistik, yaitu: 1) Terdapat perbedaan keterampilan berpikir kritis siswa antara kelas XI MIPA1, XI MIPA2, dan XI MIPA3, (2) Terdapat peningkatan keterampilan siswa sebelum dan sesudah pembelajaran dengan media pembelajaran yang dikembangkan, dan (3) Terdapat perbedaan peningkatan keterampilan berpikir kritis siswa anatara kelas XI MIPA1, XI MIPA2, dan XI MIPA3. Respon siswa menunjukkan sangat positif terhadap pembelajaran. Berdasarkan hasil analisis data dapat disimpulkan bahwa media pembelajaran berbasis Role Playing Game (RPG) Maker XP yang dihasilkan valid, praktis, dan efektif sehingga layak digunakan untuk melatihkan keterampilan berpikir kritis.
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Yulsilviana, Ekawati, and Hanifah Ekawati. "PENERAPAN METODE FINITE STATE MACHINE (FSM) PADA GAME AGENT LEGENDA ANAK BORNEO." Sebatik 23, no. 1 (June 1, 2019): 116–23. http://dx.doi.org/10.46984/sebatik.v23i1.453.

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Finite State Machine merupakan salah satu metodologi perancangan sistem kontrol yang menggambarkan tingkah laku atau prinsip sistem dengan menggunakan tiga hal yaitu state (keadaan), event (kejadian) dan action (aksi). Pada penelitian ini dibuat game yang berjudul “Legenda Anak Borneo” menceritakan petualangan pahlawan Legenda Kalimantan. Sebuah permainan bergenre Tactical Role Playing Game (Tactical RPG). Menggunakan metode FSM (Finite State Machine) dikembangkan pula agen cerdas di dalamnya, dengan tujuan untuk membuat musuh yang dapat menjadi lawan dari pemain. Didalam RPG, agen permainan yang berperan dapat musuh yang dapat berpikir sendiri ini biasa disebut dengan non-player character (NPC).Metode pengembangan sistem yang digunakan yaitu Metode Pengembangan Multimedia. Dengan menerapkan tahapan metode tersebut, maka dihasilkan NPC yang dapat memberi respon atau memiliki tingkah laku sesuai dengan keadaan yang terjadi pada pemain atau NPC lainnya. Hadirnya NPC dengan logika FSM membuat permainan “Legenda Anak Borneo” menjadi menantang.
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Davis, Robert, Bodo Lang, and Neil Gautam. "Modeling utilitarian‐hedonic dual mediation (UHDM) in the purchase and use of games." Internet Research 23, no. 2 (March 29, 2013): 229–56. http://dx.doi.org/10.1108/10662241311313330.

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PurposeIt is assumed that consumers consume games to experience hedonic and utilitarian value. However, there is no conceptual model or empirical evidence that supports this hypothesis in the game context or clarifies whether these consumption values have dual mediated or individual effects. Therefore, the purpose of this research is to model the relationship between hedonic and utilitarian consumption and game purchase and usage.Design/methodology/approachThis research question is answered through two studies. In Study One, qualitative interviews with 18 gamers were implemented to explore the relationship between hedonic and utilitarian consumption and, game purchase and usage behaviour. In Study Two, we surveyed 493 consumers and conducted confirmatory factor analysis and structural equation modelling across four game types to model this relationship.FindingsThe paper concludes that hedonic rather than utilitarian consumption positively impacts purchase and usage. Support was also found for the utilitarian‐hedonic dual mediation model (UHDM). Therefore, utilitarian consumption has an indirect causal effect on game purchase or usage through hedonic consumption.Practical implicationsGame development for consumers online, on wireless devices and on consoles should place greater emphasis on the practical implications of hedonic consumption. Attention could be focused on perceived enjoyment, self‐concept, self‐congruity and self‐efficacy as the primary drivers of use and purchase. Practical solutions should also be developed to develop the UHDM effect.Originality/valueThis is the first paper in the game context to explore and model the relationship between hedonic, utilitarian consumption and the UHDM effect on game purchase and usage. This paper is also unique because it provides results across four game groups: all games (ALL), Sports/Simulation/Driving (SSD), Role Playing Game/Massively Multiplayer Online Role‐Playing Game Strategy (RPG), and Action/Adventure/Fighting (AAF).
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Zanchetta da Rosa, Lurdes Zanchetta, Carlos Gabriel Moreira de Almeida, and Filipe Zimmer Dezordi. "RPGBIO DROGADIÇÃO: O JOGO ROLE PLAYING GAME (RPG) COMO PRÁTICA NO PROCESSO DE ENSINO E APRENDIZAGEM." Revista de Ensino de Ciências e Matemática 8, no. 1 (April 7, 2017): 166–81. http://dx.doi.org/10.26843/rencima.v8i1.1108.

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Este artigo tem por objetivo apresentar os resultados da elaborao e aplicao do jogo RPGBIO drogadio em instituies de ensino. Esse jogo parte de um projeto desenvolvido para implementar uma prtica educativa, com a finalidade de problematizar e discutir o tema drogadio nas instituies de ensino. Esse jogo tem como modelo as regras do Role Playing Game (RPG), onde cada jogador interpreta um personagem com as caractersticas que desejar, podendo interagir livremente com outros personagens, professores e estudantes, contemplando assim, a metodologia dialtica. O material do jogo foi elaborado, adaptado e confeccionado por acadmicos e docentes do curso de Licenciatura em Biologia da UNIPAMPA e do IFFar,RS e, aplicado em quatro turmas de Licenciatura em Biologia e em dez turmas do Ensino Mdio, resultando num ambiente de reflexo e questionamento. Alm disso, verificou-se uma melhora na aprendizagem desta temtica demonstrada pelo interesse e participao nas discusses, aps o jogo. O referencial terico e metodolgico que embasa a proposta parte de Freire (1992, 1996, 2011) e Sartori (2013). O jogo se configura em uma proposta de ensino que alia contedos de Biologia a temas de cunho social, desafiando educadores e educandos a refletirem suas aes, frente s questes inquietantes do mundo.
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