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A Cognitive Skill Classification Based on Multi Objective Optimization Using Learning Vector Quantization for Serious Games

Journal of ICT Research and Applications (JICTRA) · Vol. 5 No. 3 (2013) · pp. 185–202

DOI
10.5614/itbj.ict.2011.5.3.3
ISSN
2338-5499, 2337-5787
Published
2013-09-13
Publisher
DRI - ITB
Language
eng

Abstract

Nowadays, serious games and game technology are poised to transform the way of educating and training students at all levels. However, pedagogical value in games do not help novice students learn, too many memorizing and reduce learning process due to no information of player's ability. To asses the cognitive level of player ability, we propose a Cognitive Skill Game (CSG). CSG improves this cognitive concept to monitor how players interact with the game. This game employs Learning Vector Quantization (LVQ) for optimizing the cognitive skill input classification of the player. CSG is using teacher's data to obtain the neuron vector of cognitive skill pattern supervise. Three clusters multi objective target will be classified as; trial and error, carefully and, expert cognitive skill. In the game play experiments employ 33 respondent players demonstrates that 61% of players have high trial and error, 21% have high carefully, and 18% have high expert cognitive skill. CSG may provide information to game engine when a player needs help or when wanting a formidable challenge. The game engine will provide the appropriate tasks according to players' ability. CSG will help balance the emotions of players, so players do not get bored and frustrated.

Collaboration network of the authors

26 authors · 49 co-authorship links · 16 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Institut Teknologi Sepuluh Nopember
  • Institut Sains dan Teknologi Terpadu Surabaya
  • Universitas Trunodjoyo Madura
  • Tokyo University of Technology
  • Sebelas Maret University
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Eko Mulyanto YuniarnoInstitut Teknologi Sepuluh Nopember2
Dwi Ratna SulistyaningrumInstitut Teknologi Sepuluh Nopember2
I Ketut Eddy PurnamaInstitut Sains dan Teknologi Terpadu Surabaya2
Arif MuntasaUniversitas Trunodjoyo Madura1
Mochammad Kautsar ShopanUniversitas Trunodjoyo Madura1
Kunio KondoTokyo University of Technology1
Rahmat SyamInstitut Teknologi Sepuluh Nopember1
Mauridhi Herry PurnomoAffiliation unknown1
Muhtadin MuhtadinAffiliation unknown1
Mauridhy Hery PurnomoAffiliation unknown1
Muhammad RivaiInstitut Teknologi Sepuluh Nopember1
Hartarto JunaediInstitut Teknologi Sepuluh Nopember1
Jaya PranataInstitut Teknologi Sepuluh Nopember1
Hans JuwianthoInstitut Sains dan Teknologi Terpadu Surabaya1
Esther Irawati SetiawanInstitut Teknologi Sepuluh Nopember1
Joan SantosoInstitut Teknologi Sepuluh Nopember1
Meidya KoeshardiantoInstitut Teknologi Sepuluh Nopember1
Diana PurwitasariInstitut Teknologi Sepuluh Nopember1
Abid Famasya AbdillahInstitut Teknologi Sepuluh Nopember1
Safitri JuanitaInstitut Teknologi Sepuluh Nopember1
Wisnu WidiartoSebelas Maret University1
Eko SetijadiInstitut Teknologi Sepuluh Nopember1
Alamsyah AlamsyahInstitut Teknologi Sepuluh Nopember1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journals.itb.ac.id/index.php/jictra/oai, first harvested 26 Okt 2026, last seen 26 Okt 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en-US">A Cognitive Skill Classification Based on Multi Objective Optimization Using Learning Vector Quantization for Serious Games</dc:title>
	<dc:creator>Syufagi, Moh. Aries</dc:creator>
	<dc:creator>Hariadi, Mochamad</dc:creator>
	<dc:creator>Purnomo, Mauridhi Hery</dc:creator>
	<dc:description xml:lang="en-US">Nowadays, serious games and game technology are poised to transform the way of educating and training students at all levels. However, pedagogical value in games do not help novice students learn, too many memorizing and reduce learning process due to no information of player's ability. To asses the cognitive level of player ability, we propose a Cognitive Skill Game (CSG). CSG improves this cognitive concept to monitor how players interact with the game. This game employs Learning Vector Quantization (LVQ) for optimizing the cognitive skill input classification of the player. CSG is using teacher's data to obtain the neuron vector of cognitive skill pattern supervise. Three clusters multi objective target will be classified as; trial and error, carefully and, expert cognitive skill. In the game play experiments employ 33 respondent players demonstrates that 61% of players have high trial and error, 21% have high carefully, and 18% have high expert cognitive skill. CSG may provide information to game engine when a player needs help or when wanting a formidable challenge. The game engine will provide the appropriate tasks according to players' ability. CSG will help balance the emotions of players, so players do not get bored and frustrated. </dc:description>
	<dc:publisher xml:lang="en-US">DRI - ITB</dc:publisher>
	<dc:date>2013-09-13</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
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	<dc:identifier>https://journals.itb.ac.id/index.php/jictra/article/view/215</dc:identifier>
	<dc:identifier>10.5614/itbj.ict.2011.5.3.3</dc:identifier>
	<dc:source xml:lang="en-US">Journal of ICT Research and Applications; Vol. 5 No. 3 (2011); 185-202</dc:source>
	<dc:source>2338-5499</dc:source>
	<dc:source>2337-5787</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journals.itb.ac.id/index.php/jictra/article/view/215/209</dc:relation>
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