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 piecepuzzle 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. |
Subjects: | L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods |
Divisions: | Faculty of Information Technology > Informatics Engineering > 55201-(S1) Undergraduate Thesis |
Depositing User: | ansi aflacha |
Date Deposited: | 28 Nov 2018 07:03 |
Last Modified: | 28 Nov 2018 07:03 |
URI: | http://repository.its.ac.id/id/eprint/60036 |
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