An Analysis of Game Difficulty in ''Game Panjol''
“Game Panjol” is an educational game that was developed by the researchers of this study. The educational theme discussed in this game is the diversity of ethnic groups and cultures in Indonesia for fourth grade elementary school students. This adventure game has a mission to save friends from different tribes and cultures. The purpose of this study was to determine the difficulty of this game. First the game difficulty was identified from the point of view of the game designers. Next, the game was tested with respondents and its difficulty was analysed from the players’ perspective. From the point of view of the game designer, this game is divided into 3 levels, which are easy, medium, and hard. The difficulty levels is based on the number and weight of obstacles in the game. From the point of view of the game player, the difficulty level is determined by the number of times their attempts are successful, how long it takes to finish, how many coins are earned, and how many friends are saved. For the 14 respondents, the success of the rescue mission at each level was 100%, while the collection of coins at easy, medium, and hard levels was 88.124%, 89.881%, and 80.382% respectively. Based on the comparison between the average number of trials and the maximum number of trials, each level is 20.476%, 28.151%, and 30.357%.
Keywords: adventure, education, game
 Lee SJ, Kim B, Choi TK, Lee SH, Yook K. Associations between smartphone addiction proneness and psychopathology. Korean Journal of Biological Psychiatry. 2014;21(4):161-167.
 Mok JY, Choi SW, Kim DJ, Choi JS, Lee J, Ahn H, Song WY. Latent class analysis on internet and smartphone addiction in college students. Neuropsychiatric Diesease and Treatment. 2014;10:817.
 Rokhmawati A, Kusumo GR, Wahyono ID. Ultranus: a novel Indonesian cultural game using artificial intelligence. Paper presented at: 3rd International Seminar on Application for Technology of Information and Communication (iSemantic); 2018, September 21-22; Semarang: UDINUS.
 Yunanto AA, Herumurti D, Kuswadayan I, Rochimah S. Intelligent system for agent in educational game using dynamic gram similarity. Paper presented at: 3rd International Seminar on Application for Technology of Information and Communication (iSemantic); 2018, September 21-22; Semarang, Indonesia.
 Wong K.W., Fung C.C., Depickere A., Rai S. (2006) Static and Dynamic Difficulty Level Design for Edutainment Game Using Artificial Neural Networks. In: Pan Z., Aylett R., Diener H., Jin X., Göbel S., Li L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11736639_58
 Amori A. Building an educational adventure game: theory, design, and lessons. Interactive Learning Research. 2001;12(2/3):249-263.
 Salen K. Gaming literacies: a game design study in action. Educational Multimedia and Hypermedia. 2007;16(30):301-322.
 Pratiwi IA, Khotimah T, Fardani MA. Game Panjol https://drive.google.com/file/d/ 1k3XWdzrQXOR9U2U59jM13rGGaQEfJzab/view?usp=drivesdk
 Fardani MA, Pratiwi IA, Khotimah T, Prasetyo ZK, Samsuri S. Panjol game with Java ethics character. European Journal of Molecular & Clinical Medicine. 2020;7(8):233-240.
 Ma C, Vining N, Lefebvre S, Sheffer A. Game level layout from design specification. Eurographics. 2014;33(2):95-104.
 Orvis KA, Horn DB, Belanich J. The role of task difficulty and prior videogame experience on performance and motivation in instructional videogames. Computer in Human Behavior. 2008;24(5):2415-2433.
 Qin H, Rau PP, Salvendy G. Effects of different scenarios of game difficulty on player immersion. Interacting with Computers. 2010;22:230-239.