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. ====================================================================================================== 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: https://repository.its.ac.id/id/eprint/86337

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