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A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory

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@article{IJASEIT10173,
   author = {Ana Syafiqah Zahari and Lukman Ab Rahim and Nur Aisyah Nurhadi and Mubeen Aslam},
   title = {A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory},
   journal = {International Journal on Advanced Science, Engineering and Information Technology},
   volume = {10},
   number = {3},
   year = {2020},
   pages = {999--1007},
   keywords = {domain-specific modelling language; adventure educational game; flow theory.},
   abstract = {

Designing educational games is a complex task and needs collaboration between game developers and an educator. Domain-Specific Modeling Language (DSML) offers an approach to simplify the design activities of educational games and support the involvement of both game developers and educators. This paper presents an extension of Serious Game Logic and Structure Modeling Language (GLiSMo), a DSML that designs the logical and structural views of educational adventure games. The gap in the original GLiSMo is that it did not allow an educational game to be designed according to any learning theories. Furthermore, the original GLiSMo does not cover all concepts in the adventure genre. The authors intend to extend the original GLiSMo by adding the concepts of Flow Theory and concepts of the adventure genre to make it more expressive. The extended DSML is called FA-GLiSMo. The authors evaluated the expressiveness of FA-GLiSMo using Framework for Qualitative Assessment of DSLs (FQAD). The result shows that the expressiveness of FA-GLiSMo is still ‘incomplete’ due to the lack of clarity of semantics for several domain concepts. Improvements were performed, and the finalized FA-GLiSMo now has fifteen (15) concepts of the Logic diagram, nineteen (19) concepts of the Structure diagram, and a new diagram called the Flow diagram containing five (5) concepts of the Flow Theory. The authors also demonstrate in this paper the concrete syntax of FA-GLiSMo using the Tales of Monkey Island game as a case study.

},    issn = {2088-5334},    publisher = {INSIGHT - Indonesian Society for Knowledge and Human Development},    url = {http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=10173},    doi = {10.18517/ijaseit.10.3.10173} }

EndNote

%A Zahari, Ana Syafiqah
%A Ab Rahim, Lukman
%A Nurhadi, Nur Aisyah
%A Aslam, Mubeen
%D 2020
%T A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory
%B 2020
%9 domain-specific modelling language; adventure educational game; flow theory.
%! A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory
%K domain-specific modelling language; adventure educational game; flow theory.
%X 

Designing educational games is a complex task and needs collaboration between game developers and an educator. Domain-Specific Modeling Language (DSML) offers an approach to simplify the design activities of educational games and support the involvement of both game developers and educators. This paper presents an extension of Serious Game Logic and Structure Modeling Language (GLiSMo), a DSML that designs the logical and structural views of educational adventure games. The gap in the original GLiSMo is that it did not allow an educational game to be designed according to any learning theories. Furthermore, the original GLiSMo does not cover all concepts in the adventure genre. The authors intend to extend the original GLiSMo by adding the concepts of Flow Theory and concepts of the adventure genre to make it more expressive. The extended DSML is called FA-GLiSMo. The authors evaluated the expressiveness of FA-GLiSMo using Framework for Qualitative Assessment of DSLs (FQAD). The result shows that the expressiveness of FA-GLiSMo is still ‘incomplete’ due to the lack of clarity of semantics for several domain concepts. Improvements were performed, and the finalized FA-GLiSMo now has fifteen (15) concepts of the Logic diagram, nineteen (19) concepts of the Structure diagram, and a new diagram called the Flow diagram containing five (5) concepts of the Flow Theory. The authors also demonstrate in this paper the concrete syntax of FA-GLiSMo using the Tales of Monkey Island game as a case study.

%U http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=10173 %R doi:10.18517/ijaseit.10.3.10173 %J International Journal on Advanced Science, Engineering and Information Technology %V 10 %N 3 %@ 2088-5334

IEEE

Ana Syafiqah Zahari,Lukman Ab Rahim,Nur Aisyah Nurhadi and Mubeen Aslam,"A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory," International Journal on Advanced Science, Engineering and Information Technology, vol. 10, no. 3, pp. 999-1007, 2020. [Online]. Available: http://dx.doi.org/10.18517/ijaseit.10.3.10173.

RefMan/ProCite (RIS)

TY  - JOUR
AU  - Zahari, Ana Syafiqah
AU  - Ab Rahim, Lukman
AU  - Nurhadi, Nur Aisyah
AU  - Aslam, Mubeen
PY  - 2020
TI  - A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory
JF  - International Journal on Advanced Science, Engineering and Information Technology; Vol. 10 (2020) No. 3
Y2  - 2020
SP  - 999
EP  - 1007
SN  - 2088-5334
PB  - INSIGHT - Indonesian Society for Knowledge and Human Development
KW  - domain-specific modelling language; adventure educational game; flow theory.
N2  - 

Designing educational games is a complex task and needs collaboration between game developers and an educator. Domain-Specific Modeling Language (DSML) offers an approach to simplify the design activities of educational games and support the involvement of both game developers and educators. This paper presents an extension of Serious Game Logic and Structure Modeling Language (GLiSMo), a DSML that designs the logical and structural views of educational adventure games. The gap in the original GLiSMo is that it did not allow an educational game to be designed according to any learning theories. Furthermore, the original GLiSMo does not cover all concepts in the adventure genre. The authors intend to extend the original GLiSMo by adding the concepts of Flow Theory and concepts of the adventure genre to make it more expressive. The extended DSML is called FA-GLiSMo. The authors evaluated the expressiveness of FA-GLiSMo using Framework for Qualitative Assessment of DSLs (FQAD). The result shows that the expressiveness of FA-GLiSMo is still ‘incomplete’ due to the lack of clarity of semantics for several domain concepts. Improvements were performed, and the finalized FA-GLiSMo now has fifteen (15) concepts of the Logic diagram, nineteen (19) concepts of the Structure diagram, and a new diagram called the Flow diagram containing five (5) concepts of the Flow Theory. The authors also demonstrate in this paper the concrete syntax of FA-GLiSMo using the Tales of Monkey Island game as a case study.

UR - http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=10173 DO - 10.18517/ijaseit.10.3.10173

RefWorks

RT Journal Article
ID 10173
A1 Zahari, Ana Syafiqah
A1 Ab Rahim, Lukman
A1 Nurhadi, Nur Aisyah
A1 Aslam, Mubeen
T1 A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory
JF International Journal on Advanced Science, Engineering and Information Technology
VO 10
IS 3
YR 2020
SP 999
OP 1007
SN 2088-5334
PB INSIGHT - Indonesian Society for Knowledge and Human Development
K1 domain-specific modelling language; adventure educational game; flow theory.
AB 

Designing educational games is a complex task and needs collaboration between game developers and an educator. Domain-Specific Modeling Language (DSML) offers an approach to simplify the design activities of educational games and support the involvement of both game developers and educators. This paper presents an extension of Serious Game Logic and Structure Modeling Language (GLiSMo), a DSML that designs the logical and structural views of educational adventure games. The gap in the original GLiSMo is that it did not allow an educational game to be designed according to any learning theories. Furthermore, the original GLiSMo does not cover all concepts in the adventure genre. The authors intend to extend the original GLiSMo by adding the concepts of Flow Theory and concepts of the adventure genre to make it more expressive. The extended DSML is called FA-GLiSMo. The authors evaluated the expressiveness of FA-GLiSMo using Framework for Qualitative Assessment of DSLs (FQAD). The result shows that the expressiveness of FA-GLiSMo is still ‘incomplete’ due to the lack of clarity of semantics for several domain concepts. Improvements were performed, and the finalized FA-GLiSMo now has fifteen (15) concepts of the Logic diagram, nineteen (19) concepts of the Structure diagram, and a new diagram called the Flow diagram containing five (5) concepts of the Flow Theory. The authors also demonstrate in this paper the concrete syntax of FA-GLiSMo using the Tales of Monkey Island game as a case study.

LK http://ijaseit.insightsociety.org/index.php?option=com_content&view=article&id=9&Itemid=1&article_id=10173 DO - 10.18517/ijaseit.10.3.10173