Game Visual Novel Edukasi Dengan Algoritma Fuzzy Mamdani
DOI:
https://doi.org/10.22441/format.2024.v13.i1.009Kata Kunci:
Fuzzy Mamdani, Educational Game, Calculus, MDLC, Unity, Visual NovelAbstrak
Lack of interest in learning is one of the obstacles experienced by students that can affect learning power and cause students' ability to capture learning material to be hampered. Calculus is one of the subjects that is considered quite difficult due to the lack of interest in learning and the lack of basic knowledge of this course. Visual novel is a game genre that focuses on the interaction between characters and the story of the game in which it is possible for branching of stories to occur and also mini games which in this study use quizzes. Fuzzy Mamdani algorithm that can change input parameters in the form of fuzzy values into a solution can be applied to visual novels to determine the route of the story in the game. The development of the game using Multimedia Development Life Cycle (MDLC) and is made using the Unity game engine. The implementation of the fuzzy Mamdani algorithm to determine the route of the game is implemented in two parts, calculating the final value of the chapter with the parameters obtained when the user takes the quiz – the number of correct answers and processing time to determine the storyline at the end of the chapter – and determination of the final value of the game – using parameters of the average value of chapter result and accumulation of additional questions that can be answered correctly by the user. The comapred results between manual and program calculation shows the same result.
Unduhan
Referensi
A. A. J. Sinlae, F. Tedy, E. Ngaga, and P. Aliandu, “Rekayasa Aplikasi Komputerisasi Sarana dan Prasarana Sekolah Dasar Rekayasa Aplikasi Komputerisasi Sarana dan Prasarana Sekolah Dasar,” no. January 2023, 2021, doi: 10.33857/patj.v5i1.386.
F. Indrawati, “HAMBATAN DALAM PEMBELAJARAN MATEMATIKA,” no. November, pp. 62–69, 2019, doi: 10.30998/simponi.v0i0.293.
F. Indrawati, “Peran penguasaan dasar matematika dan persepsi mahasiswa terhadap kemampuan pemahaman konsep mata kuliah kalkulus i,” vol. 7, no. 2, pp. 107–114, 2017.
T. Hidayati, P. Studi, T. Informatika, F. Teknik, and U. Pamulang, “ANALYSIS OF THE DIFFICULTY OF LEARNING CALCULUS,” vol. 5, pp. 175–178, 2020.
R. Aditia, B. Susilo, and E. P. Purwandari, “MEDIA PEMBELAJARAN KALKULUS I BERBASIS WEB PADA MATERI OPERASI,” vol. 5, no. 3, pp. 360–373, 2017.
L. Hanes and R. Stone, “and analysis of video games for history education,” J. Comput. Educ., vol. 2, 2018, doi: 10.1007/s40692-018-0120-2.
L. D. Pratama, A. Bahauddin, and W. Lestari, “Game Edukasi : Apakah membuat belajar lebih menarik ?”
D. Duda, K. Selat, and K. Karangasem, “Understanding Visual Artwork of Visual,” vol. 32, no. September, pp. 292–298, 2017.
H. A. Fatah, A. Jamaludin, and N. Heryana, “Game Edukasi Pembelajaran IPA Berbasis Visual Novel Studi Kasus : SDN Cibalongsari IV Karawang,” vol. 5, no. 2, pp. 176–191, 2020, doi: 10.33633/joins.v5i2.3812.
S. Kasus et al., “Aplikasi Pembelajaran Interaktif Berbasis Multimedia Untuk Sekolah Dasar,” vol. 5, no. 4, pp. 36–46, 2016.
T. Menggunakan and U. Berbasis, “Jurnal sistem informasi dan tenologi,” 2019.
L. S. Mongi, A. S. M. Lumenta, A. M. Sambul, and U. S. Ratulangi, “Rancang Bangun Game Adventure of Unsrat Menggunakan Game Engine Unity,” vol. 14, no. 1, 2018.
C. Danuputri and M. Kom, “INTENSITAS LAMPU DENGAN FUZZY LOGIC MAMDANI Determination Of Wind Fan Speed And Lamp Intensity With Mamdani Fuzzy Logic,” no. 2, pp. 275–283, 2020.
D. L. Rahakbauw, F. J. Rianekuay, and Y. A. Lesnussa, “Penerapan Metode Fuzzy Mamdani Untuk Memprediksi Jumlah Produksi Karet (Studi Kasus: Data Persediaan Dan Permintaan Produksi Karet Pada Ptp Nusantara Xiv (Persero) Kebun Awaya, Teluk Elpaputih, Maluku-Indonesia),” J. Ilm. Mat. Dan Terap., vol. 16, no. 1, pp. 51–59, 2019, doi: 10.22487/2540766x.2019.v16.i1.12764.
S. Batubara, “Analisis Perbandingan Metode Fuzzy Mamdani Dan Fuzzy Sugeno Untuk Penentuan Kualitas Cor Beton Instan,” It J. Res. Dev., vol. 2, no. 1, pp. 1–11, 2017, doi: 10.25299/itjrd.2017.vol2(1).644.
Unduhan
Diterbitkan
Cara Mengutip
Terbitan
Bagian
Lisensi
The copyright to this article is transferred to Universitas Mercu Buana (UMB) if and when the article is accepted for publication. The undersigned hereby transfers any and all rights in and to the paper including without limitation all copyrights to UMB. The undersigned hereby represents and warrants that the paper is original and that he/she is the author of the paper, except for material that is clearly identified as to its original source, with permission notices from the copyright owners where required. The undersigned represents that he/she has the power and authority to make and execute this assignment.
We declare that this paper has not been published in the same form elsewhere.
Furthermore, I/We hereby transfer the unlimited rights of publication of the above-mentioned paper as a whole to UMB. The copyright transfer covers the right to reproduce and distribute the article, including reprints, translations, photographic reproductions, microform, electronic form (offline, online) or any other reproductions of similar nature.
The corresponding author signs for and accepts responsibility for releasing this material on behalf of any and all co-authors. This agreement is to be signed by at least one of the authors who have obtained the assent of the co-author(s) where applicable. After submission of this agreement signed by the corresponding author, changes of authorship or in the order of the authors listed will not be accepted.
Retained Rights/Terms and Conditions
Although authors are permitted to re-use all or portions of the Work in other works, this does not include granting third-party requests for reprinting, republishing, or other types of re-use.
Our Articles are licensed under CC BY-NC

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.