Perancangan Dan Implementasi Pembangkit Puzzle Otomatis Untuk Permainan Edukasi Menyusun Kalimat Matematika

Iqbal, Rifqi Maula (2017) Perancangan Dan Implementasi Pembangkit Puzzle Otomatis Untuk Permainan Edukasi Menyusun Kalimat Matematika. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Saat ini game memiliki perkembangan yang sangat pesat. Game saat ini juga tidak hanya pada perangkat komputer namun juga telah merabah ke perangkat mobile khususnya dalam sistem operasi Android. Selain itu pula saat ini banyak game yang hanya memprioritaskan unsur adiktif sehingga hanya memiliki unsur adiktif saja dan kurangnya unsur edukatif di dalam game. Padahal pada kenyataannya pengetahuan juga sangatlah penting daripada hanya bermain game. Game yang menggabungkan antara permainan dan unsur edukatif didalamnya disebut dengan game edukasi. Dalam Tugas Akhir ini dibangun suatu permainan yang bergenre edukasi dengan menerapkan metode pembangkit puzzle otomatis di dalam sistem permainan supaya dapat lebih menaqmbah unsur variatif. Metode ini digunakan untuk membangun suatu puzzle secara otomatis dan variatif baik pada hanya pada materi edukasi. Pembangkitan puzzle secara otomatis ini dilakukan dengan mengacak urutan pattern teka teki silang yang telah diinisialisasi. Kalimat matematika diperoleh secara acak berdasarkan bobot level yang disusun secara berpola dari level minimum hingga level maksimum. Dari hasil uji coba diketahui bahwa game dapat membangkitkan puzzle dengan beragam dan nyaris tanpa ada susunan pattern, soal dan piece puzzle yang sama dalam, dua puluh kalikali percobaan. Dengan ini diketahui bahwa fungsionalitas game dapat berjalan dengan lancar dan cepat sehingga membuat pemain tidak mudah bosan dalam bermain. Serta pengimplementasian materi edukasi di dalam game dapat membuat wawasan edukasi pemain menjadi bertambah. ================================================================= Today the game is not limited deploy on console device. Games today are not only on the computer but also has deployed on mobile devices, especially in the Android operating system.Beside that, today many games are just so more addictive and less of education in the game. Whereas in fact, knowledge is also very important rather than just playing games. Game that combines games and educational elements in one called educational games. this Final Project built a game of educational genre by applying the method of automatic puzzle generator in game system in order to more menaqmbah variatif element. This method is used to build a puzzle automatically and varied well on only on educational materials. This automatic puzzle generation is done by randoming the initialized pattern. Mathematical sentences are obtained randomly based on the patterned level weights from the minimum to the maximum. From the results of the trial is known that the game can evoke puzzles with a variety and almost no pattern, the same puzzle problem and piece in a twenty-thousand-year experiment. With this is known that the functionality of the game can run smoothly and quickly so as to make players not easily bored in playing. As well as implementing educational materials in the game can make educational insights into players to grow.

Item Type: Thesis (Undergraduate)
Additional Information: RSIf 371.337 Iqb p
Uncontrolled Keywords: Pembangkit Puzzle Otomatis, Edukatif, Perangkat Mobile, Sistem Operasi Android, Automatic Puzzle Generator, Education, Mobile Device, Android OS
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.2 Computer games
L Education > L Education (General)
Q Science > QA Mathematics > QA269 Game theory
Divisions: Faculty of Information Technology > Informatics Engineering > (S1) Undergraduate Theses
Depositing User: RIFQI MAULA IQBAL
Date Deposited: 20 Nov 2017 02:37
Last Modified: 06 Mar 2019 04:32
URI: http://repository.its.ac.id/id/eprint/42363

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