Development of Maths Quest Educational Game in the Visual Novel Genre Using Ren’Py Engine with Finite State Machine Modeling

Arwaa, Areta Athayayumna (2026) Development of Maths Quest Educational Game in the Visual Novel Genre Using Ren’Py Engine with Finite State Machine Modeling. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Mathematics is often considered difficult by elementary school students due to passive learning methods that lack active student engagement. To address this issue, this study aims to develop and evaluate a Ren’Py based visual novel educational game, Maths Quest, that integrates mathematical concepts into a convergent branching storyline adapted from an existing story. A Finite State Machine (FSM) model within the Ren’Py engine was used to design and organize the game logic in order to manage the recovery loops and narrative transitions toward a singular conclusion. System evaluation was conducted through game telemetry logging, a user experience questionnaire, and a non-gamified mathematics quiz. Functional testing and telemetry verification confirmed successful game completion without deadlocks or infinite loops. Furthermore, user evaluations yielded positive perceptions across all design dimensions, while statistical analysis revealed a significant increase in first-attempt mathematics puzzle-solving scores compared to a non-gamified quiz. Ultimately, these findings demonstrate the technical feasibility and educational value of the FSM-based visual novel game, Maths Quest.

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Matematika sering kali dianggap sulit oleh siswa sekolah dasar dikarenakan metode pembelajaran pasif yang kurang melibatkan siswa secara aktif. Untuk mengatasi permasalahan tersebut, penelitian ini memiliki tujuan untuk mengembangkan dan mengevaluasi gim edukasi visual novel berbasis Ren’Py, Maths Quest, yang mengintegrasikan konsep matematika ke dalam alur cerita bercabang konvergen yang diadaptasi dari cerita yang sudah ada. Model Finite State Machine (FSM) dalam Ren’Py digunakan untuk mendesain dan mengatur logika gim untuk mengelola perulangan pemulihan dan transisi naratif menuju satu kesimpulan. Evaluasi sistem dilakukan melalui pencatatan telemetri gim, kuesioner pengalaman pengguna, dan juga kuis matematika non-gamifikasi. Uji fungsionalitas dan verifikasi telemetri mengonfirmasi keberhasilan penyelesaian gim tanpa adanya deadlock atau perulangan tanpa akhir. Selain itu, evaluasi pengguna menghasilkan persepsi yang positif di semua dimensi desain, sementara analisis statistik mengungkapkan peningkatan signifikan dalam skor pemecahan teka-teki matematika percobaan pertama dibandingkan dengan kuis non-gamifikasi. Oleh karena itu, temuan ini menunjukkan kelayakan teknis dan nilai edukatif dari Maths Quest, gim visual novel berbasis FSM.

Item Type: Thesis (Other)
Uncontrolled Keywords: Educational Game, Visual Novel, Ren’Py, Finite State Machine, Mathematics Learning Gim Edukasi, Visual Novel, Ren’Py, Finite State Machine, Pembelajaran Matematika
Subjects: Q Science > QA Mathematics > QA269 Game theory
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis
Depositing User: Areta Athayayumna Arwaa
Date Deposited: 24 Jul 2026 23:53
Last Modified: 24 Jul 2026 23:53
URI: http://repository.its.ac.id/id/eprint/138099

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