Serious game self-regulation using human-like agents to visualize students engagement base on crowd

Khothibul Umam, Moch Fachri, Fresy Nugroho, Supeno Mardi Susiki Nugroho, Mochamad Hariadi


Nowadays, the emergence of artificial intelligent (AI) technology for games has been advancely developed. A serious game is a technology employing AI to create a virtual environment in a serious gamification strategy. This research describes AI based virtual classrooms to adopt proper strategies and focusing on maintaining and increasing student engagement by encouraging self-regulation behavior at the learning process. The self-regulation behavior describes student's ability to direct their own learning to achieve learning targets on a path full of obstacles. By employing a human-like agent to visualize student engagement, this visualization aims to provide human-like experiences for users to comprehend student behavior. A reciprocal velocity obstacles (RVO)-based crowd behavior is employed to visualize student engagement. RVO is an autonomous navigation approach for directing the achievement of agents target. The human-like agents behave in various ways to reach the goal points depending on the performances and the obstacles before them. We employ our method in an investigation of students' learning activities in a pedagogically-centered learning environment at Universitas Islam Negeri (UIN) Walisongo, Semarang, Indonesia. The results demonstrate the best scenario changes along with the performances and obstacles faced to reach the goal points as well as the learning target.


Crowd behavior; Human-like agents; Self-regulation; Serious game; Student engagement

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Bulletin of EEI Stats

Bulletin of Electrical Engineering and Informatics (BEEI)
ISSN: 2089-3191, e-ISSN: 2302-9285
This journal is published by the Institute of Advanced Engineering and Science (IAES) in collaboration with Intelektual Pustaka Media Utama (IPMU).