Bias Sekar Avi Shena
School of Electrical and Informatics
Engineering
Bandung Institute of Technology
Bandung, Indonesia
avishena1993@gmail.com
Benhard Sitohang
School of Electrical and Informatics
Engineering
Bandung Institute of Technology
Bandung, Indonesia
benhard@stei.itb.ac.id
Satrio Adi Rukmono
School of Electrical and Informatics
Engineering
Bandung Institute of Technology
Bandung, Indonesia
satrio@informatika.org
Abstract— Evidence-centered Design (ECD) framework has
been used to design an effective assessment plan for student. The
assessment process often uses game as a tool to make the activity
more active, goal-oriented and could give a direct feedback. A
difficulty level in the game need to be suitable with student’s skill
to create a fun, comfortable assessment environment. The result
of assessment process usually need some times to be processed and
the student could not experience it right away. This paper applies
Dynamic Difficult Adjustment (DDA) to create a dynamic game
content suitable with the student’s skill based on the result of
assessment process within the game which is designed using ECD.
The presented scheme produce winning rate value of 67%. The
students who were participated in the test also find the game to be
fun and the dynamic content inside the game could motivate them
to use the game to help them learn.
Keywords—skill assessment, ECD, dynamization, DDA, game.
I. INTRODUCTION
One of the challenge on providing a successful teaching
method is to give suitable teaching environment based on
student’s knowledge and skill [1]. Some researches stated that
a good teaching method consists of an active, goal-oriented,
interesting activity, [2], [3], [4], [5] gives a direct feedback and
also gives challenge suitable with student’s knowledge and
skill [6]. The last two characteristics (direct feedback and
challenge) are also owned by an activity called game [7], [8].
This is the reason of why game often used to support teaching
activity which is called game based learning.
In the age where technology is growing rapidly, game
based learning is often developed as a digital game where
students play it using a computer or any kind of console that
could support digital games. These games could improve
student’s learning performance by 51% [9] and also improve
their skills and behaviour [10].
To gain a successful learning activity using a digital game,
the design of game base learning become an important factor
[11]. A game developed for learning has to be able to combine
fun and education which can help the student learn while
feeling the fun provided by the game. The learning content in
the game also has to fit with student’s knowledge and skill to
create an effective learning activity. To gain the information
about student’s knowledge, an evaluation could be done while
students are playing the game. This process is done by
analysing their action and behaviour in the game [12].
Recent research on designing and evaluate student skill
using game has been done by Argasinski and Wegrzyn in
2018. They developed a fire simulation game using a
framework called Evidence-centered Design (ECD) [13]. This
framework provide a uniform and systematic design pattern to
evaluate student’s skill effectively. The result of assessment
process usually take some time to be processed as learning
content and the student couldn’t experience it right away. A
mechanism which could use the evidence of student’s
knowledge and skill for dynamically adjust the content of the
game is needed so it’ll fit with the student’s skill while they
play. With the help of evidence, a more effective and accurate
dynamization process can be done.
Based on aforementioned problem, the contribution of this
paper is to use ECD framework’s evidence as an input to
create a dynamic game content using Dynamic Difficulty
Adjustment (DDA). To choose the suitable dynamization
method for this paper, surveys have been made on some
researches about DDA method in game. An experiment by
Kok Wai Wong, Chun Che Fung, Arnold Depickere and Shri
Rai has created a dynamic difficulty mechanism in game using
Backpropagation Neural Networks (BPNNs) where difficulty
level is divided into three kinds : easy (20%), normal (50%)
and difficult (95%) [14]. Another experiment on DDA is done
by Peizhi Shi and Ke Chen using Learning Constructive
Primitives. In this experiment, difficulty in the game is divided
into 5 level of difficulty [15]. A dynamic difficulty in game’s
attribute and tactic has been experimented by Pieter Spronck,
Ida Sprinkhuizen-Kuyper and Eric Postma using a Difficulty
Scaling of game AI [16]. A simple and quick method of DDA
also introduced by Lach [17]. This method use a dynamic
adjustment value based on the player’s skill.
Based on the surveys, the method used for dynamization
in this paper is Full Dynamic Difficulty Adjustment for a
Computer Player (FDDACP) by Lach. The reason for
choosing this method is because the value used to adjust the
difficulty level using this method is dynamic and is based on
the player’s condition and attribute value in the game. Another
reason is the method’s success rate on creating the dynamic
game content is higher than the one with AI because AI
techniques are complex and sometime couldn’t be used in real
time.
This method works by processing the data from the player
and the enemy in the game and change the difficulty level
based on the player’s skill. The attribute of the player and
enemy in the game is changed to create a dynamic content. If
the player is skilful, the game will provide a limited resources
and a harder enemy to be defeated and if the player is in the
verge of losing, the game will help the player by giving
weaker enemy and more resources.
978-1-7281-4992-9/19/$31.00 ©2019 IEEE
2019 International Conference on Data and Software Engineering (ICoDSE)
Application of Dynamic Difficulty Adjustment on
Evidence-centered Design Framework for Game
Based Learning
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