Digital Game as A Media to Increase Cognitive Intelligence of 13-18 Years Old Teenagers 

Authors

  • Ivan Sebastian Edbert Bina Nusantara University
  • Devita Azka Tsaniya Bina Nusantara University
  • Bernico Constantino Bina Nusantara University
  • Geary Riandy Bina Nusantara University
  • Alvina Aulia Bina Nusantara University
  • Nadia Nadia Bina Nusantara University

DOI:

https://doi.org/10.21512/emacsjournal.v6i1.10848

Keywords:

Cognitive Intelligence, Digital Games, Formal Operational Game-based Learning, Jean Piaget’s Theory

Abstract

Nowadays, Cognitive Intelligence plays an essential role especially on making decisions. The growth of digital media makes public thinks that video games are addictive. They think that video games are addictive and damaging. Games are design to refresh, challenge and help people to train their problem solving. In this research, the researcher explored the cognitive development of teenagers aged 13-18 with a puzzle-based digital game. Participants were 15 students studying in junior and senior high school. Participants were given three tests: pre-test and post-test by IQ test and a Game Engagement Questionnaire (GEQ) to explore the game's engagement from the participants' perspective. The average of Pre-Test is 113.2, while the Post-Test is 118.33. This Show that after playing the games it increases the IQ of the students. The researcher also discovered that many factors could influence the outcome of participant IQ. The GEQ shows that the participants agreed that some of the puzzle-based game might be a good or bad influence on them.

Keywords: Cognitive Intelligence; Digital Games, Formal Operational Game-based Learning, Jean Piaget's Theory

Dimensions

Plum Analytics

Author Biographies

Ivan Sebastian Edbert, Bina Nusantara University

Computer Science Department, School of Computer Science

Devita Azka Tsaniya, Bina Nusantara University

Computer Science Department, School of Computer Science

Bernico Constantino, Bina Nusantara University

Computer Science Department, School of Computer Science

Geary Riandy, Bina Nusantara University

Computer Science Department, School of Computer Science

Alvina Aulia, Bina Nusantara University

Computer Science Department, School of Computer Science

Nadia Nadia, Bina Nusantara University

Cyber Security Program, Computer Science Department, School of Computer Science

References

S. Ghazal, R. Garcia-Retamero, A. Feltz, and E. T. Cokely, “Decision Making Skill : From Intelligence to Numeracy and Expertise The role of multiple numeric competencies in improving decision making View project Decision Making Skill: From Intelligence to Numeracy and Expertise”, doi: 10.31.2016.J. Clerk Maxwell, A Treatise on Electricity and Magnetism, 3rd ed., vol. 2. Oxford: Clarendon, 1892, pp.68-73.

E. R. Scott Harold Medina Professor of Law, N. Duell, L. Steinberg, and E. Scott, “Brain Development, Social Context, and Justice Policy Brain Development, Social Context, and Justice Policy Recommended Citation Recommended Citation,” 2018.

D. Fakultas Tarbiyah Dan Keguruan UIN Ar-Raniry, “PERKEMBANGAN KOGNITIF: TEORI JEAN PIAGET A. PENDAHULUAN,” Januari-Juni, 2015.

M. Zastrow, “Is video game addiction really an addiction?,” Proceedings of the National Academy of Sciences of the United States of America, vol. 114, no. 17. National Academy of Sciences, pp. 4268–4272, Apr. 25, 2017. doi: 10.1073/pnas.1705077114.

M. Quwaider, A. Alabed, and R. Duwairi, “The impact of video games on the players behaviors: A survey,” in Procedia Computer Science, 2019, vol. 151, pp. 575–582. doi: 10.1016/j.procs.2019.04.077.

T. Greitemeyer, “The spreading impact of playing violent video games on aggression,” Computers in Human Behavior, vol. 80, pp. 216–219, Mar. 2018, doi: 10.1016/j.chb.2017.11.022.

M. Özçetin, F. Gümüstas, Y. Çag, I. Z. Gökbay, and A. Gökbay, “The relationships between video game experience and cognitive abilities in adolescents,” Neuropsychiatric Disease and Treatment, vol. 15, pp. 1171–1180, 2019, doi: 10.2147/NDT.S206271.

T. Anastasiadis, G. Lampropoulos, and K. Siakas, “Digital Game-based Learning and Serious Games in Education,” International Journal of Advances in Scientific Research and Engineering, vol. 4, no. 12, pp. 139–144, 2018, doi: 10.31695/ijasre.2018.33016.

A. Denisova, C. Guckelsberger, and D. Zendle, “Challenge in digital games: Towards developing a measurement tool,” in Conference on Human Factors in Computing Systems - Proceedings, May 2017, vol. Part F127655, pp. 2511–2519. doi: 10.1145/3027063.3053209.

P. Lameras, S. Arnab, I. Dunwell, C. Stewart, S. Clarke, and P. Petridis, “Essential features of serious games design in higher education: Linking learning attributes to game mechanics.”

S. Greipl, K. Moeller, and M. Ninaus, “Potential and limits of game-based learning,” International Journal of Technology Enhanced Learning, vol. 12, no. 4, pp. 363–389, 2020, doi: 10.1504/IJTEL.2020.110047.

R. K. Sari, A. Sutiadiningsih, H. Zaini, F. Meisarah, and A. A. Hubur, “Factors affecting cognitive intelligence theory,” Journal of Critical Reviews, vol. 7, no. 17, pp. 402–410, 2020, doi: 10.31838/jcr.07.17.56.

B. D. Homer, J. L. Plass, C. Raffaele, T. M. Ober, and A. Ali, “Improving high school students’ executive functions through digital game play,” Computers and Education, vol. 117, pp. 50–58, Feb. 2018, doi: 10.1016/j.compedu.2017.09.011.

Z. H. Babakr, P. Mohamedamin, and K. Kakamad, “Piaget’s Cognitive Developmental Theory: Critical Review,” Education Quarterly Reviews, vol. 2, no. 3, pp. 517–524, 2019, doi: 10.31014/aior.1993.02.03.84.

D. Ramos, B. S. Anastácio, G. A. da Silva, C. Venturieri, N. Stange, and M. E. de O. Martins, “Digital games, cognitive skills, and motivation:,” International Journal for Innovation Education and Research, vol. 8, no. 5, pp. 123–135, May 2020, doi: 10.31686/ijier.vol8.iss5.2324.

L. D. Pratama and W. Setyaningrum, “Game-Based Learning: The effects on student cognitive and affective aspects,” in Journal of Physics: Conference Series, Oct. 2018, vol. 1097, no. 1. doi: 10.1088/1742-6596/1097/1/012123.

B. D. Homer, J. L. Plass, C. Raffaele, T. M. Ober, and A. Ali, “Improving high school students’ executive functions through digital game play,” Computers and Education, vol. 117, pp. 50–58, Feb. 2018, doi: 10.1016/j.compedu.2017.09.011.

Kiary Games, “Tiny Room Stories: Town Mystery.” https://play.google.com/store/apps/details?id=com.kiarygames.tinyroom&hl=in&gl=US (accessed Apr. 11, 2022).

T. S. Weng, “Enhancing Problem-Solving Ability through a Puzzle-Type Logical Thinking Game,” Scientific Programming, vol. 2022, 2022, doi: 10.1155/2022/7481798.

D. M. Dimitrov and P. D. Rumrill, “Pretest-posttest designs and measurement of change,” IOS Press, 2003.

J. H. Brockmyer, C. M. Fox, K. A. Curtiss, E. McBroom, K. M. Burkhart, and J. N. Pidruzny, “The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing,” Journal of Experimental Social Psychology, vol. 45, no. 4, pp. 624–634, Jul. 2009, doi: 10.1016/j.jesp.2009.02.016.

K. L. Norman, “GEQ (Game Engagement/experience questionnaire): A review of two papers,” Interacting with Computers, vol. 25, no. 4. Oxford University Press, pp. 278–283, 2013. doi: 10.1093/iwc/iwt009.

Y. Liu, F. He, H. Zhang, G. Rao, Z. Feng, and Y. Zhou, “How well do machines perform on IQ tests: A comparison study on a large-scale dataset,” in IJCAI International Joint Conference on Artificial Intelligence, 2019, vol. 2019-August, pp. 6110–6116. doi: 10.24963/ijcai.2019/846.

F. Martínez-Plumed, C. Ferri, J. Hernández-Orallo, and M. J. Ramírez-Quintana, “A computational analysis of general intelligence tests for evaluating cognitive development,” Cognitive Systems Research, vol. 43, pp. 100–118, Jun. 2017, doi: 10.1016/j.cogsys.2017.01.006.

V. R. R. Ganuthula and S. Sinha, “The Looking Glass for Intelligence Quotient Tests: The Interplay of Motivation, Cognitive Functioning, and Affect,” Frontiers in Psychology, vol. 10, Dec. 2019, doi: 10.3389/fpsyg.2019.02857.

F. Taya, Y. Sun, F. Babiioni, N. Thakor, and A. Bezerianos, “Brain enhancement through cognitive training: A new insight from brain connectome,” Frontiers in Systems Neuroscience, vol. 9, no. APR. Frontiers Media S.A., Apr. 01, 2015. doi: 10.3389/fnsys.2015.00044.

J. Parong and R. E. Mayer, “Cognitive consequences of playing brain-training games in immersive virtual reality,” Applied Cognitive Psychology, vol. 34, no. 1, pp. 29–38, Jan. 2020, doi: 10.1002/acp.3582.

M. bin Chen, S. G. Wang, Y. N. Chen, X. F. Chen, and Y. Z. Lin, “A preliminary study of the influence of game types on the learning interests of primary school students in digital games,” Education Sciences, vol. 10, no. 4, Apr. 2020, doi: 10.3390/educsci10040096.

A. F. Neering, S. Keller, L. Heimdahl, and P. Giger, “Exploring and defining iyashikei in terms of game design.”

J. A. Miller, U. Narayan, M. Hantsbarger, S. Cooper, and M. S. El-Nasr, “Expertise and engagement: Re-designing citizen science games with players’ minds in mind,” Aug. 2019. doi: 10.1145/3337722.3337735.

N. Riana and A. Prasetyo Abadi, “Fun Math Learning For Elementary School Students Through Interactive Puzzle Media,” SJME (Supremum Journal of Mathematics Education), vol. 6, no. 1, pp. 25–34, 2022, doi: 10.35706/sjmev6ì1.5775.

Downloads

Published

2024-01-31

Issue

Section

Articles
Abstract 317  .
PDF downloaded 213  .