The Effect of Adventure Video Games on the Development of Student’s Character and Behavior

Dedy Prasetya Kristiadi, Muhaimin Hasanudin, Sutrisno Sutrisno, Suwarto Suwarto

Abstract


The gaming world development and applications in information and communication technology are increasing in the digital era nowadays. Activities in video games can be a hobby or to fill your spare time. Games can be media education that contain learning orientation, skills and cooperation. Video games can also affect the behavior of special players and the environment in general. One type of video games that provides it, is adventure video games which are the result of combining survival methods for specific purposes that contain knowledge of the surrounding environment and skills in exploiting opportunities. The main player character is often presented in video games in the form of problem solving and thinking ability in complete the adventure or the game itself based on the character for the purpose of learning about characters that are strengthened with certain skills. Video games with the main character elements in them can reflect the discovery of new ideas, approval of ideas, completion of skills or reconfiguring ideas, so playing an adventure video game can lead to positive values that influence players' thought also motivate them to complete adventure challenges. In this study, we want to know the effect of adventure video games on the development of student’s character and behavior.  From the calculation of the Wilcoxon test it can be concluded that; (1) adventure video games influence the development of student character (2) Adventure video games influence the development of student behavior.


Keywords


Video Games Adventure; Games Character; Character Development; Behavior Development;

Full Text:

PDF

References


Ahmed AS, Hazem ME. 2013. A Novel Adaptive Mobile E-Learning Model Based on Developed Learner’s Styles. BEEI (Bulletin of Electrical Engineering and Informatics). 2(2): 141-157.

Beth Cavallari, John Hedberg and Barry Harper. 1992. Adventure games in education: A review, Australian Journal of Educational Technology,8(2)

Computer Education Unit 1990. The Riddle of the Trumpalar: Teacher's Notes. Sydney: Computer Education Unit, Department of School Education

Culley, G., Mulford, H. and Milbury-Steen, J. 1986. A Foreign-Language Adventure Game: progress report on an application of AI to language instruction. CALICO Journal, 4(2), 69-87.

DP Kristiadi, Y. Udjaja, B. Supangat et al.2017. The effect of UI, UX and GX on video games, Proceedings of the 2017 IEEE International Conference on Cybernetics and Computational Intelligence (CyberneticsCom),March,12-03- IEEEXplore Pres, Phuket, Thailand,pp. 158–163,DOI : 10.1109/CYBERNETICSCOM.2017.8311702

Dyson, S., McShane, R., Minton, P. and Williams, A. 1988. Computers in Special Education: Getting the Most from your Acorn BBC Microcomputer, Abbotsford, Victoria: Barson Computers

Frank GB. 2016. The Word Has Become Game: Researching Religion in Digital Games. Online Heidelberg Journal of Religions on the Internet. 11: 28-45.

Hazem ME, Ahmed AS. 2013. Adaptive E-Learning Based on Learner’s Styles. BEEI (Bulletin of Electrical Engineering and Informatics). 2(4): 240-251.

Pascaline L. 2014. Socialization of Teenagers Playing the Sims the Paradoxical Use of Video Games to Re-enchant Life. Online Heidelberg Journal of Religions on the Internet.; 5: 279-300.

Richard EF. 2014. Developing a Framework for Understanding the Relationship between Religion and Videogames. Online Heidelberg Journal of Religions on the Internet. 5: 68-85.

Ririn DA, Ayu P, Kridanto S, Iping SS. 2015. Computing Game and Learning State in Serious Game for Learning. TELKOMNIKA (Telecommunication Computing Electronics and Control).; 13(4): 1422-1436.

Satrio P, Maria SA, Jurike M. A. 2013.Method for Interactive Learning. International Journal of Communication & Information Techonology (CommIT).; 7: 46-48.

Sherwood, C. 1988. Adventure Games - a Golden Opportunity for Young Learners. In Buchanan, P. (Ed.), Technology and Autonomy: Power to the User, proceedings of the CEGQ National Conference (pp. 48-54).

Simone H, Tobias K, Jan W. 2014. Theorizing Religion in Digital Games Perspectives and Approaches. Online Heidelberg Journal of Religions on the Internet.5: 5-50.

Simone H, Tobias K, Jan W. 2015. Venturing into the Unknown(?) Method(olog)ical Reflections on Religion and Digital Games, Gamers and Gaming. Online Heidelberg Journal of Religions on the Internet. 7: 61-84

Sisca S. 2014. The Effect of Motivation on Purchasing Intention of Online Games and Virtual Items provided by Online Game Provider. International Journal of Communication & Information Techonology (CommIT). 8: 22-27

Slifer, B. 1986. Potential Unlimited: Computer Technology for Students with Special Needs, Computer Education Unit (CEU 032), Sydney: NSW Department of Education

Walgito, Bimo. 2010. Pengantar Psikologi Umum. Penerbit Andi. Yogyakarta:

Warnars HLHS. 2008. Game information System. Proceedings of CGAMES 2008 - 12th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Game. Louisville, Kentucky, USA.

Zalka, Csenge Virág. 2012"Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High SchoolCurriculum".Electronic Theses and Dissertations.Paper 1469. https://dc.etsu.edu/etd/1469




DOI: https://doi.org/10.29103/ijevs.v1i4.1456

Article Metrics

 Abstract Views : 1233 times
 PDF Downloaded : 214 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 Dedy Prasetya Kristiadi, Muhaimin Hasanudin, Sutrisno, Suwarto