Penggalian Perilaku Pemain dalam Penentuan Tipe Permainan pada E-Learning Pemrograman Berbasis Gamification

Penulis

Bayu Priyambadha, Fajar Pradana, Fitra Abdurrachman Bachtiar

Abstrak

Salah satu kompetensi utama yang harus dimiliki oleh lulusan dari jurusan atau program studi bidang keilmuan komputer adalah kemampuan programming (membuat program). Berbagi informasi untuk meningkatkan kualitas pembelajaran pemrograman telah dilakukan di banyak kampus di Indonesia. Salah satunya adalah penerapan media pembelajaran online atau disebut juga sebagai E-Learning. Salah satu sistem pembelajaran yang paling umum, yang didukung oleh teknologi informasi, adalah e-learning. Namun, banyak juga sistem e-learning tidak mencapai tujuan yang diinginkan karena ketidakpatuhan dan kurangnya pengetahuan tentang teknik dan metode untuk pengembangan sistem informasi online. Tujuan yang dicapai antara lain efisiensi, efektifitas, motivasi dan keterlibatan siswa. Pendekatan gamification dapat digunakan untuk meningkatkan beberapa hal tersebut demi tercapainya tujuan pembelajaran online. Dalam sistem Code Maniac, terdapat beberapa elemen gamification yang digunakan, yaitu poin pengalaman, poin aktivitas dan badge. Namun, hal tersebut terbukti masih kurang meningkatkan motivasi mahasiswa dalam menggunakan Code Maniac. Pendekatan player-centric memungkinkan sistem menyesuaikan gameplay yang sesuai dengan gaya bermain seorang pemain. Untuk dapat mewujudkan sebuah media pembelajaran yang berorientasi pada pemain, maka dibutuhkan sebuah mekanisme untuk mengenali karakteristik pemainnya. Pada penelitian ini menekanan metode yang digunakan untuk menggali  perilaku permainan. Penggalian pola dilakukan pada data log proses per pemain dan per sesi yang berjumlah 136 proses. Kemudian proses tersebut dikelompokan sesuai dengan kedekatan atau kesamaan karakteristik bermain. Hasil penentuan jumlah kelompok yang paling optimal adalah k=2 dan k=3. Untuk itu pengelompokan dilakukan dan menghasilkan 2 kelompok dan 3 kelompok data. Kelompok tersebut dapat menjadi dasar untuk untuk penentuan gameplay pada Code Maniac.

 

Abstract

One of the main competencies that must be possessed by graduates of departments or study programs in computer science is programming skills (making programs). Sharing information to improve the quality of programming learning has been done on many campuses in Indonesia. One of them is the application of online learning media or also called the E-Learning.. One of the most common learning systems, supported by information technology, is e-learning. However, many e-learning systems do not achieve the desired goals because of non-compliance and lack of knowledge about techniques and methods for developing information systems online. The objectives achieved include efficiency, effectiveness, motivation and student involvement. The gamification approach can be used to improve some of these things in order to achieve online learning goals. In the Code Maniac system, there are several gamification elements used, namely experience points, activity points and badges. However, this proved to be still lacking in increasing student motivation in using Code Maniac. The player-centric approach allows the system to adjust the gameplay to suit a player's playing style. To be able to realize a player-oriented learning media, a mechanism is needed to recognize the characteristics of the players. In this study emphasizes the methods used to explore game behavior. Pattern mining is performed on process log data per player and per session which amounts to 136 processes. Then the process is grouped according to the closeness or similarity of playing characteristics. The results of determining the most optimal number of groups are k = 2 and k = 3. For this reason, grouping is done and produces 2 groups and 3 groups of data. The group can be the basis for determining the gameplay in Code Maniac.


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Referensi


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DOI: http://dx.doi.org/10.25126/jtiik.2020701295