PREDIKSI SKOR GAME AKSARA MENGGUNAKAN FUZZY LOGIC

Purnamasari, Pricylia Oka Diah Ayu (2021) PREDIKSI SKOR GAME AKSARA MENGGUNAKAN FUZZY LOGIC. Masters thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Seiring dengan perkembangan teknologi khususnya di bidang game.
Banyak programmer berlomba-lomba untuk membuat game yang bisa disukai oleh
para penggemar permainan di semua kalangan. Game edukasi adalah jenis game
yang membawa game belajar sambil memainkan ide tentang tujuannya. Penelitian
ini membuat game edukasi dengan materi pembelajaran huruf Jawa. Dalam game
ini, pemain akan menjawab beberapa pertanyaan menggunakan huruf latin.
Kemudian pemain akan menjawab menggunakan aksara Jawa. Jika pemain dapat
menyelesaikan permainan dengan baik, maka pemaian akan mendapatkan skor dari
jawaban. Dalam penelitian ini, metode logika fuzzy diterapkan pada game aksara,
penelitian ini bertujuan untuk membantu mengelola skor game yang diberikan
kepada pemain yang berhasil memecahkan pertanyaan. Penggunaan metode logika
fuzzy diambil untuk menentukan skor permainan. Pada penelitian yang telah
dilakukan dengan menggunakan aturan – aturan dari fuzzy beserta variabel waktu
dan variabel jawab benar, maka penelitian ini menunjukkan hasil 93% berhasil
diterapkan kepada 20 pengguna. Angka ini muncul setelah dilakukannya
penyebaran kuesioner secara acak.
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ABSTRACT
Along with the development of technology, especially in the field of games. Many
programmers are competing to create games that can be liked by game fans in all
walks of life. Educational game is a type of game that brings learning game while
playing the idea about its purpose. This research makes educational games with
Javanese letter learning materials. In this game, players will answer several
questions using Latin letters. Then the player will answer using Javanese characters.
If the player can complete the game well, then the player will get a score from the
answer. In this study, the fuzzy logic method is applied to character games, this
study aims to help manage game scores given to players who successfully solve
questions. The use of fuzzy logic method is taken to determine the game score. In
research that has been carried out using fuzzy rules along with time variables and
correct answer variables, this study shows 93% results were successfully applied to
20 users. This figure appears after the random distribution of the questionnaire

Item Type: Thesis (Masters)
Uncontrolled Keywords: Logika Fuzzy, Prediksi skore game, Game Aksara Jawa, Android : Fuzzy Logic, Game Score Prediction, Javanese alphabet Game, Android
Subjects: A General Works > AS Academies and learned societies (General)
A General Works > AS Academies and learned societies (General)
T Technology > T Technology (General)
T Technology > T Technology (General) > T58.5 Information technology. IT--Auditing
T Technology > TA Engineering (General). Civil engineering (General)
T Technology > TA Engineering (General). Civil engineering (General) > TA645 Structural analysis (Engineering)
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Electrical Engineering > 20101-(S2) Master Thesis
Depositing User: Pricylia Oka Diah Ayu Purnamasari
Date Deposited: 14 Aug 2021 00:53
Last Modified: 06 Dec 2021 03:23
URI: http://repository.its.ac.id/id/eprint/86337

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