Abstract
The technology that has developed at this time has been very advanced and very sophisticated, one industry that is growing with the times is the games industry, increasingly sophisticated games that make users of the game more spoiled with many things, such as graphics and technology, one of which is a part of the games industry is gamification. With gamification, a lot of people help people learn something natural, and gamification is usually inspired by everyday life, for example, the game The Sims, which combines daily life with a game in sports is one of the best examples of gamification implementation. Using gamification in a game makes learning more enjoyable than learning with truth, and without realizing it they have done learning. In this paper we proposed a gamification architecture for children with Attention Deficit Hyperactivity Disorder (ADHD) which include logic game such as brain, think, body, move, sport and logic. Moreover, there are five methods proposed for children with Attention Deficit Hyperactivity Disorder (ADHD) such as object game, content, and player, design, and framework, deploy and play, and finish structure.
Original language | English |
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Title of host publication | 1st 2018 Indonesian Association for Pattern Recognition International Conference, INAPR 2018 - Proceedings |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 182-185 |
Number of pages | 4 |
ISBN (Electronic) | 9781538694220 |
DOIs | |
Publication status | Published - 25 Jan 2019 |
Externally published | Yes |
Event | 1st Indonesian Association for Pattern Recognition International Conference, INAPR 2018 - Jakarta, Indonesia Duration: 7 Sep 2018 → 8 Sep 2018 |
Publication series
Name | 1st 2018 Indonesian Association for Pattern Recognition International Conference, INAPR 2018 - Proceedings |
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Conference
Conference | 1st Indonesian Association for Pattern Recognition International Conference, INAPR 2018 |
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Country | Indonesia |
City | Jakarta |
Period | 7/9/18 → 8/9/18 |
Fingerprint
Keywords
- ADHD games
- Engagement
- gamification
- Logic Model
- Motivation
- serious game
ASJC Scopus subject areas
- Computer Vision and Pattern Recognition
Cite this
Gamification in the e-Learning Process for children with Attention Deficit Hyperactivity Disorder (ADHD). / Putra, Arman Syah; Warnars, Harco Leslie Hendric Spits; Abbas, Bahtiar Saleh; Trisetyarso, Agung; Suparta, Wayan; Kang, Chu Ho.
1st 2018 Indonesian Association for Pattern Recognition International Conference, INAPR 2018 - Proceedings. Institute of Electrical and Electronics Engineers Inc., 2019. p. 182-185 8627047 (1st 2018 Indonesian Association for Pattern Recognition International Conference, INAPR 2018 - Proceedings).Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
}
TY - GEN
T1 - Gamification in the e-Learning Process for children with Attention Deficit Hyperactivity Disorder (ADHD)
AU - Putra, Arman Syah
AU - Warnars, Harco Leslie Hendric Spits
AU - Abbas, Bahtiar Saleh
AU - Trisetyarso, Agung
AU - Suparta, Wayan
AU - Kang, Chu Ho
PY - 2019/1/25
Y1 - 2019/1/25
N2 - The technology that has developed at this time has been very advanced and very sophisticated, one industry that is growing with the times is the games industry, increasingly sophisticated games that make users of the game more spoiled with many things, such as graphics and technology, one of which is a part of the games industry is gamification. With gamification, a lot of people help people learn something natural, and gamification is usually inspired by everyday life, for example, the game The Sims, which combines daily life with a game in sports is one of the best examples of gamification implementation. Using gamification in a game makes learning more enjoyable than learning with truth, and without realizing it they have done learning. In this paper we proposed a gamification architecture for children with Attention Deficit Hyperactivity Disorder (ADHD) which include logic game such as brain, think, body, move, sport and logic. Moreover, there are five methods proposed for children with Attention Deficit Hyperactivity Disorder (ADHD) such as object game, content, and player, design, and framework, deploy and play, and finish structure.
AB - The technology that has developed at this time has been very advanced and very sophisticated, one industry that is growing with the times is the games industry, increasingly sophisticated games that make users of the game more spoiled with many things, such as graphics and technology, one of which is a part of the games industry is gamification. With gamification, a lot of people help people learn something natural, and gamification is usually inspired by everyday life, for example, the game The Sims, which combines daily life with a game in sports is one of the best examples of gamification implementation. Using gamification in a game makes learning more enjoyable than learning with truth, and without realizing it they have done learning. In this paper we proposed a gamification architecture for children with Attention Deficit Hyperactivity Disorder (ADHD) which include logic game such as brain, think, body, move, sport and logic. Moreover, there are five methods proposed for children with Attention Deficit Hyperactivity Disorder (ADHD) such as object game, content, and player, design, and framework, deploy and play, and finish structure.
KW - ADHD games
KW - Engagement
KW - gamification
KW - Logic Model
KW - Motivation
KW - serious game
UR - http://www.scopus.com/inward/record.url?scp=85062801566&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85062801566&partnerID=8YFLogxK
U2 - 10.1109/INAPR.2018.8627047
DO - 10.1109/INAPR.2018.8627047
M3 - Conference contribution
AN - SCOPUS:85062801566
T3 - 1st 2018 Indonesian Association for Pattern Recognition International Conference, INAPR 2018 - Proceedings
SP - 182
EP - 185
BT - 1st 2018 Indonesian Association for Pattern Recognition International Conference, INAPR 2018 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
ER -