LAPORAN KEMAJUAN
RISET DASAR LANJUTAN
Diusulkan oleh:
Mengetahui,
Ketua Pusat Studi Ketua Peneliti
Menyetujui,
Dekan Fakultas Ilmu Komputer
i
RINGKASAN
ii
PRAKATA
Puji syukur kami panjatkan pada Tuhan YME atas kelancaran pelaksanaan alur
70% penelitian RISLA kami. Lima hal telah kami hasilkan dalam alur 70% ini, yaitu
pembuatan model formal-sistemik gim edukasi, algoritma konversi konten gim edukasi,
aplikasi web pembuatan konten gim edukasi, enjin perangkat lunak, dan naskah artikel
ilmiah.
Demikian prakata dari kami. Kami berharap laporan kemajuan ini dapat
memberikan manfaat pada pihak-pihak yang membacanya.
iii
DAFTAR ISI
iv
DAFTAR TABEL
v
DAFTAR GAMBAR
vi
DAFTAR LAMPIRAN
vii
BAB I
PENDAHULUAN
1
Tabel 1.1 Target capaian tahunan
Jenis Keluaran
No.
Kategori Sub kategori Wajib Tambahan
TS TS+1 TS TS+1
1 Artikel ilmiah Internasional Diterima Diterima
dimuat di jurnal Nasional Dipubli- Dipubli-
terakreditasi (sinta 1 kasikan kasikan
atau 2)
2 Artikel ilmiah Internasional Dipresen- Dipresen-
dimuat di terindeks tasikan tasikan
prosiding Nasional Dipresen- Dipresen-
tasikan tasikan
3 Invited speaker Internasional
dalam temu Nasional
ilmiah
4 Visiting Lecturer Internasional
5 Hak Kekayaan Paten
Intelektual Paten Sederhana
Hak Cipta Dikabulkan Dikabulkan
Merek Dagang
Rahasia Dagang
Desain Produk
Industri
Indikasi Geografis
Perlindungan
Varietas Tanaman
Perlindungan
Topografi Sirkuit
Terpadu
6 Teknologi Tepat Guna
7 Model/purwarupa/desain/karya Purwarupa Purwarupa
seni/rekayasa sosial
8 Buku Ajar (ISBN) atau bahan ajar Disusun Disusun
9 Tingkat Kesiapan Teknologi (TKT) 3 3
2
BAB II
TINJAUAN PUSTAKA
4
BAB IV
METODE PENELITIAN
6
Gambar 4.1 Alur penelitian
7
BAB V
HASIL YANG DICAPAI
8
Model ini kami turunkan menjadi metamodel gim bermain-peran edukatif sesuai di
Gambar 5.2. Saat ini, metamodel ini terdiri dari diagram kelas yang menggambarkan
unsur-unsur umum gim bermain-peran yang mematuhi pembagian subsistem sesuai model
NEI di Gambar 5.1. Kami mengadaptasi metamodel gim edukasi di literatur, contohnya
milik De Lope dkk. [25].
9
Gambar 5.3 Algoritma penyesuaian quest gim bermain-peran
Gambar 5.4 Metode prompting untuk meminta teks dialog dari ChatGPT
10
Gambar 5.5 Enjin perangkat lunak gim edukasi
11
Gambar 5.7 Basis data sistem gim edukasi
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Gambar 5.8 Hasil pengujian metode prompting
13
Gambar 5.10 Naskah artikel ilmiah tambahan pertama
14
Gambar 5.11 Naskah artikel ilmiah tambahan ketiga
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Gambar 5.12 Naskah artikel ilmiah wajib
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BAB VI
RENCANA TAHAPAN BERIKUTNYA
17
BAB VII
KESIMPULAN DAN SARAN
6.1 Kesimpulan
Kegiatan-kegiatan 70% telah dilaksanakan, yang terdiri dari pembuatan model
formal-sistemik gim edukasi, algoritma konversi konten gim edukasi, aplikasi web
pembuatan konten gim edukasi, enjin perangkat lunak, dan naskah artikel ilmiah.. Kami
mengembangkan beberapa hasil penelitian kami sebelumnya untuk menghasilkan model,
algoritma, dan enjin tersebut. Beberapa kendala kami temui, termasuk kekurangstabilan
hasil dari metode prompting ChatGPT kami. Terlepas dari itu, hasil-hasil penelitian ini
dapat bermanfaat bagi peneliti maupun praktisi teknologi edukasi.
6.2 Saran
Ketidakstabilan hasil dari ChatGPT dapat menghambat pelaksanaan riset yang
terpercaya. Penggunaan sistem LLM lain yang lebih stabil atau open source dapat menjadi
solusinya.
18
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3. Zhou, L., Wu, S., Zhou, M., Li, F.: 'School’s Out, But Class’ On’, The Largest
Online Education in the World Today: Taking China’s Practical Exploration During
The COVID-19 Epidemic Prevention and Control As an Example. SSRN Electronic
Journal. (2020). https://doi.org/10.2139/ssrn.3555520.
4. Rosyid, H.A., Palmerlee, M., Chen, K.: Deploying learning materials to game
content for serious education game development: A case study. Entertainment
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films affect environmental change through the lens of narrative persuasion. People
and Nature. 3, 1193–1204 (2021). https://doi.org/10.1002/pan3.10259.
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Based Learning. hal. 75–98. Springer, Cham (2019). https://doi.org/10.1007/978-3-
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value of intrinsic integration in educational games. Journal of the Learning Sciences.
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Fernández-Manjón, B.: Simplifying the creation of adventure serious games with
educational-oriented features. Educational Technology and Society. 22, 32–46
(2019).
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Fernández-Manjón, B.: A narrative metaphor to facilitate educational game
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21
Lampiran 1. Aplikasi Web
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Lampiran 2. Enjin Perangkat Lunak
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Lampiran 3. Artikel Ilmiah Tambahan Pertama
Bukti penyerahan artikel:
24
The World, Storytelling, and Interactivity: Toward a
Comprehensive Model of Interactive Narrative Systems
1 Introduction
The world is complex on every scale, including macro- and microorganisms. Navi-
gating the intricacies of this megasystem takes us on a neverending learning journey
[1]. Our optimal learning occurs when we engage with narratives, as our cognition in-
herently processes events as stories [2]. Narratives accommodate spatiotemporality,
causality, and multiple outcome possibilities, three essential components of complex
system modeling [3, 4]. Furthermore, a proper narrative does not merely explain but
engages its audience through identifiable characters and other affective elements [5, 6].
Among narrative media, interactive digital narratives (IDNs) stand out as the most
potent, leveraging their interactivity to create impactful learning experiences [7]. For
that reason, IDNs serve as effective tools for addressing complexity [8], substantiated
by state-of-the-art IDN theories such as the SPP model [9]. However, the precise facil-
itation of complex learning processes through IDNs remains uncertain. This uncertainty
has led to applications of IDNs that rely too much on ad-hoc designs, resulting in a
fragile discipline [10]. What is urgently needed is a comprehensive model that (1)
bridges IDNs with fundamental learning principles, and (2) is adaptable across diverse
IDN use cases.
This paper presents our initial attempt at proposing such a model. Our approach in-
volves initially anchoring the model in contemporary learning and cognitive science
theories. Subsequently, we outline the model, accompanied by an illustrative imple-
mentation. Lastly, we follow it with a discussion of the model's compatibility with ex-
isting models of IDNs or related subjects, mainly games.
2
The process of learning comprises cognitive, affective, and sensorimotor domains [11].
Regardless of the context, optimal learning necessitates the mobilization of all three
domains. Feelings like intrigue and boredom strongly influence our mental processes
[12]. Relatedly, humans are cultural beings, meaning our needs are culturally biased
[13]. These biases affect our learning, something educators have acknowledged and
accommodated with the culturally relevant pedagogy [14]. Indeed, problems are much
easier to comprehend when we care about their elements, i.e., people, events, settings,
and objects [15]. Moreover, we can learn through motor activities [16], even in non-
physical contexts. For example, hand movements can aid in understanding mathematics
[17].
The three domains can interact with each other in myriad ways. Regardless, the in-
teractions typically follow two basic flows, with the cognitive domain at one end and
the sensorimotor one at the other. At one time, sensory signals enter our senses to up-
date our understanding of the world; at another, our brain commands our body to mod-
ify the world. Predictive processing, one of the cutting-edge cognitive science theories,
defines the former “perceptual inference” and the latter “active inference” [18]. Mean-
while, somewhere between our cognition and physical body lies our affective faculty,
releasing emotional energy to power up the two flows. A significantly positive emotion
toward something, such as an artwork, fixates our senses on it, allowing us to compre-
hend it more deeply [19]. Conversely, a piece of knowledge that excites or terrifies us
is much more likely to trigger our actions [20].
The domains and their interactions align with the information, narrative, and inter-
activity aspects of IDNs for complex issues [21]. The information aspect provides a
systemic model of an issue, consisting of spatial dimension—entities, locations, and
such—and temporal dimension—events and their sequence. The narrative aspect mod-
ifies or rearranges the model to satisfy the audience’s affective needs, such as by em-
phasizing or de-emphasizing some elements. The two aspects correspond with the typ-
ical constituents of a narrative: a story world and storytelling, respectively [15]. Mean-
while, the last aspect, interactivity, delivers the story to the audience’s senses as well
as lets them control its progression or presentation.
To support and optimize audience learning, IDNs must pay attention to the three
aspects and their integration. Currently, we can find such an IDN model in one IDN
subclass: data storytelling. Its scholars have attempted to standardize its system model,
allowing for greater flexibility in composing software modules for its three aspects [22].
Regardless of this achievement, data storytelling is limited in its narrative and interac-
tivity features, rendering the model appropriate in specific IDN contexts only. There-
fore, there remains a lack of general-purpose learning-aware IDN models, which we
address in the following section.
3
Figure 1 shows a diagram of our world, storytelling, and interactivity (WSI) model of
IDNs. The model describes an IDN system as consisting of three subsystems for its
aspects, each breaking down further into sub-subsystems. We took cues from data sto-
rytelling to compose the model’s systemic structure [22].
The world subsystem, which represents the information aspect, consists of a world
model, a cognitive model, and a source system. Being the target of the audience’s learn-
ing process, the first is the most crucial sub-subsystem. It can be composed by receiving
input from the source system, which stores “raw data” from the real world. The cogni-
tive model, which represents the audience’s cognitive needs, instructs the translation of
the source system into the world model. For example, the former may undergo a com-
plexity reduction process to turn into the latter without violating the audience’s cogni-
tive limitations.
The world model is taken into the next subsystem, storytelling, more specifically
into its storytelling model sub-subsystem. Although the world model’s constituents will
remain the same, the storytelling model may change their structure or relationships. The
overall event sequence may undergo a reshuffle, resulting in a non-chronological one.
Some entities in each event may stand out more, while others may be less pronounced.
Non-diegetic elements such as mood cues may even come into play. All these satisfy
the audience’s affective needs as specified by its model.
The storytelling model transforms further into the sub-subsystem of interactivity me-
chanics with the help of the audience’s sensorimotor model. Such a transformation may
simplify the storytelling, such as turning real-time events discrete to make them less
chaotic. Indeed, it is common for an IDN’s storytelling and interactivity aspects to op-
erate on different time frames [23]. Finally, the sensory-appropriate story is presented
as sensory-appropriate assets through a sensorimotor-appropriate UI. The assets may
include non-diegetic ones like background music and entity attribute indicators.
After receiving sensory signals, the audience can use the other half of the UI, the
control scheme, to execute an action to trigger a reverse flow. First, the action is pro-
cessed by the interactivity mechanics to modify their internal states. Afterward, the
sensorimotor model is called to help translate the modification into one for the story-
telling model. A similar process involves the affective model and cognitive model to
push the modification to the world model and the source system.
The WSI model’s workflow entails one key principle: barring the world subsystem,
each subsystem strictly continues a previous one. The storytelling model and interac-
tivity mechanics never contain unique systemic elements but modified ones of a previ-
ous model—the world model in the case of the storytelling model. Likewise, if the
source system already consists of systemic elements instead of, e.g., unstructured data,
then the world model merely holds their cognitively appropriate forms. (Mathemati-
cally speaking, each model is a function between a set of inputs, comprising pairs of
elements of a previous model and a learning domain model, and a set of possible sys-
temic elements and their attributes.)
4
Meanwhile, the principle’s second advantage is that it eases analyzing the impact of
an IDN’s design on the audience’s learning domains. For example, since interactivity
mechanics cannot stand on their own, any additional mechanics necessitate either a
modification to the existing world model or an extra world model altogether, however
simple it is. It then becomes clear that one cannot layer points, badges, or other game
mechanics on top of an existing system to “gamify” it without increasing the user’s
cognitive burden.
To illustrate the WSI model’s usage, we will describe a hypothetical IDN design as an
instance of the model. The IDN communicates the ice cap melting issue by first getting
raw data on regional climates, social unrest, economic turmoils, and other related topics
from various sources. With the help of a cognitive model and generative algorithms,
these unstructured data then turn into a world model fit for the IDN’s target audience:
educated teenagers and young adults. In general, the model’s entities, locations, events,
and other elements portray a world colored by unpredictable challenges alongside glim-
mers of hope.
The audience peers into the world through the perspective of a band of protagonists,
who investigate the ice caps and try to prevent their disappearance. Informed by the
audience’s affective model, the IDN’s storytelling model presents events of the heroes’
struggles with a pinch of dramatization. The events also depart from their original,
chronological sequence, with a climactic scene of the melting of the last ice cap repo-
sitioned to the beginning to quickly show what is at stake.
Next, the storytelling model morphs into interactivity mechanics that satisfy the au-
dience’s sensorimotor needs. To that end, different mechanics represent the story events
differently. For example, an event depicting the protagonists’s televised talk to raise the
public’s awareness may be delivered in a slower time frame, e.g., not real-time, while
a more action-oriented event on sabotaging an evil corporation closely follows the sto-
rytelling model’s original time frame.
We will briefly discuss possible synergies between the WSI model and three classes of
IDN-related models. The first class provides a general structure of IDN systems. This
class’s most representative member is the SPP (System, Process, Product) model [9],
which divides an IDN into a narrative design, procedural components, assets, and UI.
Firstly, the WSI model provides a more fine-grained narrative design, consisting of the
world model and its two enhancements, the storytelling model and the interactivity
model. Secondly, “procedural components” are the world model’s systemic rules,
equally enhanced twofold to facilitate a comprehensive learning process. Lastly, the
SPP model’s assets and UI map rather straightforwardly onto those of the WSI model.
The second model class concerns game systems, IDNs’ most popular cousins. From
the classic MDA model and the standard model of game loops to their latest descendant,
6
the game interaction model [24–26], members of this class take a player-centric ap-
proach to modeling games and their usage. The WSI model complements them nicely
by expanding the game system to include not only game mechanics but also the game’s
world model and storytelling model. Going forward, this “extended game system
model” may contribute to serious games, particularly by solving the longstanding issue
of “intrinsic integration” between learning content, narrative, and game mechanics [27].
The last class deals with ludonarrative problems. Its most developed member is the
GFI model [28], which primarily explains how the player interprets game mechanics as
a story. This time, the model may enrich the WSI model by providing a more precise
mechanism to connect the world model with the storytelling model, which is by bridg-
ing the former’s cognitive goals with the latter’s affective methods.
6 Conclusion
We have described our initial effort at constructing a general model of IDN systems
that explicitly support the audience’s learning process. We have grounded this WSI
model in contemporary learning and cognitive science theories as well as taken cues
from data storytelling, an IDN medium with systemic modularity between the learning
process’s cognitive, affective, and sensorimotor domains. For now, we have concisely
argued for the model’s novelty, advantages, and enormous potential, not least due to its
synergies with existing IDN models. This potential opens a very promising avenue for
future research, including turning the now-theoretical model into a highly practical met-
amodel, eventually enabling the development of robust IDN systems or even systems-
of-systems for unparalleled social impact.
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