have high consistency value. This shows that grade
three elementary school players have the same value
in terms of playing the Puzzle AR game smoothly,
understanding what to do next, and curiosity about
what the players can do in this game. At this level of
education, players begin to be curious about what
they can find in the Puzzle AR game. Even so, the
value given by the respondent is less uniform. The
lowest consistency score is in the Attitudes,
Enjoyment, and Satisfaction element reaches a score
of 5.69 then followed by the Identity and Challenge
elements. That is, there is an imbalance in the
experience of respondent regarding feeling satisfied
with appreciation, and feeling challenging when
playing the Puzzle AR game. respondent 11 was
satisfied with the rewards and challenges in the game.
But for another respondent the game only provides
the experience of playing the game without getting a
satisfying reward to the player.
In the level of education with the oldest players,
the average score of net experience is good. High and
consistent average values are found in the Goals,
Control, and Fantasy elements with a consistency
value of 0.58. Departing from the focus of Control,
Goals and Fantasy elements, it can be analyzed that
grade four elementary school players uniformly
assume the game can provide clear play direction to
feel the augmented reality features, understand the
purpose of the Puzzle AR game, be able to use
controls, and increase motivation intrinsic to imagine
what could happen in this game. The Interaction is
based on explaining the criteria, discussing clear
steps, few interruptions, and responsive games to the
user. This element has a high average value but is not
consistent. respondent 13 gave a fairly low rating on
this element because it had experienced a slight error
while playing. The Challenge element has also
decreased in value compared to other education
classes. For grade four respondents, the Puzzle AR
game is less challenging and the score doesn't raise
the player's self-esteem. The respondent began to
understand that this game was just a simple animal
recognition game that didn't have a difficult mission.
The lowest value is in the Attitudes, Enjoyment and
Satisfaction, and Collaboration aspects. At all levels
of education, these two elements have the lowest
value, which means that the respondent feels
dissatisfied with the collaboration and reward
features of the game.
Evaluation scores per element obtained from the
total of all samples can be useful to provide more
detailed information about which elements are of
good value and need improvement. Goals have good
grades but are slightly volatile between levels of
education. Had experienced a decrease in grade one
respondent because there was one respondent who did
not understand how to play android games. Then the
scores go up and down until the grade four elementary
respondent gives the highest rating which means they
understand the purpose of this game the most.
Initially, Attentions got grades that were
ascending and stable, slightly increasing in grade
three but later scores dropped. Grade three
respondents have a little higher attention but then
grade four respondents give lower value. Even though
it is still in the good category, it indicates that the level
of grade four respondent attention to the Puzzle AR
game is not as enthusiastic as the other respondent
groups. Significant value fluctuations also occur in
the Challenge element. Feeling challenged in this
game is considered insufficient. Had a high value in
the grade three respondents but dropped back the
same as kindergarten respondents. For concentration
overall, it's good value. Starting with a high enough
value but then dropped on the grade two respondents.
This is because some respondents feel less interested
and less attention to instructions. Then the value
increases again and the value is slightly higher than
the kindergarten respondent. The Interaction element
also experienced the same thing, initially the high-
value element but dropped in the grade one and then
back up with a value that is not too different from the
initial value. One respondent is enough to influence
the average rating of the elements. One respondent
feels that the game doesn't match his skills so a lot of
low marks are given.
Content gets a very high value, then decreases
and then rises again but not as high as the value of the
kindergarten respondents. This might be due to that
for the kindergarten respondents; the content is still
very interesting and is something they have just met
so that interest in the content is still very high and
enthusiastic. Value is still in good criteria. For
Identity, it has an ascending graph and gets high
marks on grades three and four. The Puzzle AR Game
can show its identity as an animal introduction game
in augmented reality and the respondent can absorb
the information provided in the game well.
Collaboration and Attitudes, Enjoyment, and
Satisfaction get the lowest scores that fall into the bad
category among all elements even though there is an
increase for grade three respondents. Both of these
elements talk about the experience of the player's
feelings in the form of repeated use, telling others,
ease in share Puzzle AR game information, and
collaborate. The point of most concern is
collaboration, where almost all respondent feel they